所以我正在寻找文本冒险的原型。我在每个Dictionary
对象中创建了Room
个availableExits,然后为原型创建了一个Room
个对象数组。 Room
(会议室001)在表单中正确加载,但我无法访问可用退出列表。经过一些调试后,我发现退出没有分配给Room
对象。谁知道我在这里做错了什么?
代码摘要:
public RoomManager()
{
//available exits for each room
Dictionary<string, int> room1Exits = new Dictionary<string, int>();
room1Exits.Add("E", 002);
room1Exits.Add("S", 003);
Dictionary<string, int> room2Exits = new Dictionary<string, int>();
room2Exits.Add("S", 004);
room2Exits.Add("W", 001);
Dictionary<string, int> room3Exits = new Dictionary<string, int>();
room3Exits.Add("N", 001);
room3Exits.Add("E", 004);
Dictionary<string, int> room4Exits = new Dictionary<string, int>();
room4Exits.Add("N", 002);
room4Exits.Add("W", 003);
listOfRooms = new Room[5];
listOfRooms[0] = new Room(0, "How the hell did you get here!?!", room1Exits);
listOfRooms[1] = new Room(001, room1Desc, room1Exits);
listOfRooms[2] = new Room(002, room2Desc, room2Exits);
listOfRooms[3] = new Room(003, room3Desc, room3Exits);
listOfRooms[4] = new Room(004, room4Desc, room4Exits);
}
...
public class Room
{
//Init Variables
int roomNumber;
string roomDescription;
//Dictionary - index N,E,S,W will use room# for available exits and 000 for no exit
Dictionary<string, int> availableExits = new Dictionary<string, int>();
//Constructor
//Need a Roomnumber, Room Description, and avilable exits
public Room(int roomIndex, string basicRoomDescript,
Dictionary<string, int> availableExits)
{
roomNumber = roomIndex;
roomDescription = basicRoomDescript;
}
//Properties
//Returns which exits can be chosen
public Dictionary<string, int> AvailableExits
{
get { return availableExits; }
set { AvailableExits = availableExits; }
}
}
...
public partial class Form1 : Form
{
RoomManager level;
Player player;
//string CurrentRoom;
Room CurrentRoom;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, System.EventArgs e)
{
level = new RoomManager();
player = new Player("Victor", 001);
CurrentRoom = level.RoomList[player.PlayerLocation];
lblRoom.Text = "Room#: " + player.PlayerLocation;
txtDesc.Text = CurrentRoom.GetRoomDescription();
//Check for available exits and enable/disable buttons as needed
this.SetExits();
}
//Private Methods
private void SetExits() //might need to feed player and current room objects
{
if (!CurrentRoom.AvailableExits.ContainsKey("N"))
{ btnNorth.Enabled = false; }
if (!CurrentRoom.AvailableExits.ContainsKey("E"))
{ btnEast.Enabled = false; }
if (!CurrentRoom.AvailableExits.ContainsKey("S"))
{ btnSouth.Enabled = false; }
if (!CurrentRoom.AvailableExits.ContainsKey("W"))
{ btnWest.Enabled = false; }
}
}
我发布了项目here。代码非常粗糙,我今天早上刚刚修好了,还没有做任何评论或清理。任何和所有帮助/建议表示赞赏。
答案 0 :(得分:5)
您需要在Room构造函数中设置availableExits
public Room(int roomIndex, string basicRoomDescript, Dictionary<string, int> availableExits)
{
roomNumber = roomIndex;
roomDescription = basicRoomDescript;
this.availableExits = availableExits;
}
答案 1 :(得分:3)
您没有在构造函数中分配成员变量。
答案 2 :(得分:3)
你的availableExits
类中有一个名为Room
的局部变量,你将一个名为availableExits
的参数传递给构造函数,但是你永远不会将局部变量赋给传递给它的参数。构造
因此,局部变量的值始终是空字典,因为您确实将局部变量指定为新字典。
此外,您对AvailableExits
属性上的setter的定义似乎是递归的,会导致StackOverflowException
应该如下:
public Dictionary<string, int> AvailableExits
{
get { return availableExits; }
set { availableExits = value; }
}
最好使用自动实现的属性代替这样的简单属性。
答案 3 :(得分:1)
问题在于您将availableExits字典传递给房间构造函数,但是您没有对传入的数据执行任何操作。您需要将传入的字典的内容复制到类成员availableExits中,或者您需要将传递给构造函数的映射视为已更改所有权,而不是在类中分配映射,而是在构造函数中分配this.availaleExits。