在代码初始化时,我定义了3个Vector3位置。
Vector3 A = new Vector3(377.999f, 326.656f, 103.566f);
Vector3 B = new Vector3(1137.728f, -981.551f, 46.416f);
Vector3 C = new Vector3(-1223.76f, -905.604f, 12.326f);
然后我为上面定义的每个Vector3提供了float对象。
float Store_distance1 = World.GetDistance(my.Position, A); //Distance from my.pos to A
float Store_distance2 = World.GetDistance(my.Position, B); //Distance from my.pos to B
float Store_distance3 = World.GetDistance(my.Position, C); //Distance from my.pos to C
现在,当在一个方法中调用它时,我的定义如下。
private void SelectNearestStore()
{
List<float> NearestStore = new List <float>
{
Store_distance1, Store_distance2, Store_distance3
};
for (int i = 0; i < NearestStore.Count; i++)
{
if (NearestStore.Min() == NearestStore[i])
{
Console.write("Nearest Store is " + NearestStore[i].ToString() + " Meters Away");
Console.write("Location of the Store is " + //Vector3 property of A or B or C)
}
}
}
比方说,Store_distance2是所有值中的最低值,
在这种情况下,我在第一个console.writeline()的for循环中获得了正确的浮点数。
如何获取B值以在第二个控制台writeline()中显示?
答案 0 :(得分:1)
您需要一个Dictionary<Vector3, float>
来保存矢量及其到您位置的距离:
var map = new Dictionary<Vector3, float>();
map[A] = World.GetDistance(my.Position, A); //Distance from my.pos to A
map[B] = World.GetDistance(my.Position, B); //Distance from my.pos to B
map[C] = World.GetDistance(my.Position, C); //Distance from my.pos to C
现在,您可以轻松打印每个矢量及其距离:
var min = map.Min(x => x.Value);
foreach(var kv in map)
{
if (kv.Value == min)
{
Console.write("Nearest Store is " + min + " Meters Away");
Console.write("Location of the Store is " + kv.Key.ToString();
}
}
最后一个Console.WriteLine
肯定假定ToString
被Vector3
覆盖,我不确定。