我正在为xna中的一个简单的游戏引擎工作,我将用于未来的项目。它的灵感来自Unity的框架。 我正在开发一个游戏对象&目前的组件系统已经卡在克隆游戏对象上。
这就是我尝试实施它的方式,
public static GameObject CloneGameObject(GameObject obj, Vector2 position, float scale)
{
var clone = new GameObject(); //Create a entirely new gameobject
foreach (var comp in obj.components) //Clone all the components
{
Type t = comp.GetType();
clone.components.Add(Component.CloneComponent<t>()); //This obviously doesn't work
}
clone.position = position;
clone.scale = scale;
AllGameObjects.Add(clone);
return clone;
}
我遇到的问题是如何将组件类型用作通用参数。
我目前正在使用要克隆的组件只是更改克隆上的所有者:
public static TComponent CloneComponent<TComponent>(Component toClone) where TComponent : Component, new()
{
var clone = new TComponent();
clone.gameObject = toClone.gameObject;
return clone;
}
组件系统很简单,所有组件都继承自Component类。
示例:
class PlayerController : Component
{
public float jumpForce = 5;
public float walkSpeed = 2;
RigidBody rb;
Collider col;
public override void Start()
{
base.Start();
rb = gameObject.GetComponent<RigidBody>();
col = gameObject.GetComponent<Collider>();
}
bool canJump { get { return jumps > 0; } }
int jumps = 1;
int maxJumps = 1;
public override void Update(GameTime gameTime)
{
rb.velocity = new Vector2(Input.GetAxisInputs(Keyboard.GetState(), "Horizontal") * walkSpeed, rb.velocity.Y);
if (Input.GetKeyOnDown(Keyboard.GetState(), Keys.Space) && canJump)
{
rb.velocity = new Vector2(rb.velocity.X, -jumpForce);
jumps--;
}
if (!col.PlaceIsFree(new Vector2(0, 1)))
jumps = maxJumps;
base.Update(gameTime);
}
}
&#13;
(无法获取正确格式化的代码示例,因此我只使用了css片段://)
我不是要求克隆自己的任何事情,只是简单地说明如何获得正确的泛型参数,或者是否有另一种方法来实现它。
答案 0 :(得分:1)
您应该更改CloneComponent
功能的签名:
public static TComponent CloneComponent<TComponent>(TComponent toClone) where TComponent : Component, new()
然后你应该调用这个函数,如:
foreach (var comp in obj.components) //Clone all the components
{
clone.components.Add(Component.CloneComponent(comp));
}
您还可以使用语法糖来简化调用代码:
public static TComponent Clone<TComponent>(this TComponent toClone) where TComponent : Component, new()
{
if (toClone == null)
{
throw new ArgumentNullException(nameof(toClone));
}
var clone = new TComponent();
clone.gameObject = toClone.gameObject;
return clone;
}
循环将是:
foreach (var comp in obj.components) //Clone all the components
{
clone.components.Add(comp.Clone());
}