我目前正在学习C#中的面向对象编程,因此,我只是在玩尝试创建游戏的类。
在我目前正在制作的游戏中,我有一个Warrior类,该类具有一个Attack()方法,该方法具有两个重载public void Attack(Warrior enemy)
和public void Attack(params Warrior[] enemies)
。
使用第一个重载很好,我在Program.cs中实例化了两个Warrior对象,并使用while循环,直到一个战士死了,然后根据随机数生成器选择每次攻击的人。
Random random = new Random();
Warrior warrior1 = new Warrior("Ben",Faction.GoodGuy);
Warrior warrior2 = new Warrior("Alfie",Faction.BadGuy);
while (warrior1.IsAlive && warrior2.IsAlive)
{
if (random.Next(9) < 5)
{
warrior1.Attack(warrior2);
}
else
{
warrior2.Attack(warrior1);
}
}
但是,当我尝试使用第二重载且敌人众多时,就会出现问题。
我创建了四个敌人,并开始了while循环,如下所示。
Random random = new Random();
Warrior warrior1 = new Warrior("Ben",Faction.BadGuy);
Warrior warrior3 = new Warrior("Joel",Faction.BadGuy);
Warrior warrior4 = new Warrior("Ruben",Faction.GoodGuy);
while(warrior1.IsAlive || warrior2.IsAlive || warrior3.IsAlive || warrior4.IsAlive)
{
Warrior[] warriors = new Warrior[] { warrior1,warrior2,warrior3,warrior4 };
switch (random.Next(4))
{
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
default:
break;
}
}
在每种情况下,我都希望一个战士攻击当前还活着的其他每个战士。
所以在案例0:战士1攻击所有其他活着的战士
第一种情况:战士2攻击所有其他战士
案例2:战士3攻击所有其他战士
案例3:战士4攻击所有其他战士
我可以很容易地通过一个foreach循环来做到这一点,但是我想知道,是否有一种方法可以内联地进行,以简化代码并减少编写代码。我见过有人用吗?运算符,但是我不确定如何使用它,甚至在这里也不能使用。
如果您可以帮助内联运算符(如果确实有)的话,我将不胜感激。
谢谢,本
\ /我的代码(如果需要)\ /
Program.Cs
using System;
namespace Game
{
class Program
{
static void Main(string[] args)
{
Random random = new Random();
Warrior warrior1 = new Warrior("Ben",Faction.GoodGuy);
Warrior warrior2 = new Warrior("Alfie",Faction.BadGuy);
/*while (warrior1.IsAlive && warrior2.IsAlive)
{
if (random.Next(9) < 5)
{
warrior1.Attack(warrior2);
}
else
{
warrior2.Attack(warrior1);
}
}*/
Warrior warrior3 = new Warrior("Joel",Faction.BadGuy);
Warrior warrior4 = new Warrior("Ruben",Faction.GoodGuy);
while(warrior1.IsAlive || warrior2.IsAlive || warrior3.IsAlive || warrior4.IsAlive)
{
Warrior[] warriors = new Warrior[] { warrior1,warrior4 };
switch (random.Next(4))
{
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
default:
break;
}
}
Console.WriteLine("End of Code");
}
}
}
Warrior.cs
namespace Game
{
class Warrior
{
private const double GOOD_GUY_HEALTH = 100;
private const double BAD_GUY_HEALTH = 100;
public double Health { get; set; }
public bool IsAlive { get; set; } = true;
private string name;
private Faction faction;
private Weapon weapon;
private Armour armour;
public Warrior(string name,Faction faction)
{
this.name = name;
this.faction = faction;
switch (faction)
{
case Faction.GoodGuy:
Health = GOOD_GUY_HEALTH;
weapon = new Weapon(faction);
armour = new Armour(faction);
break;
case Faction.BadGuy:
Health = BAD_GUY_HEALTH;
weapon = new Weapon(faction);
armour = new Armour(faction);
break;
default:
break;
}
}
public void Attack(Warrior enemy)
{
System.Random random = new System.Random();
double attackDamage = random.Next((int)System.Math.Ceiling(weapon.Damage)) - random.Next((int)System.Math.Ceiling(enemy.armour.ArmourPoints));
if (attackDamage < 0)
{
attackDamage = 0;
}
enemy.Health -= attackDamage;
if (enemy.Health <= 0)
{
enemy.Health = 0;
enemy.IsAlive = false;
}
System.Console.WriteLine("{0} deals {1} damage. {2} is on {3} health",this.name,attackDamage,enemy.name,enemy.Health);
if (enemy.IsAlive == false)
{
System.Console.WriteLine("{0} is dead,{1} is victorious!",this.name);
}
}
public void Attack(params Warrior[] enemies)
{
System.Random random = new System.Random();
double damageLeft = weapon.Damage;
for (int i = 0; i < enemies.Length; i++)
{
if (damageLeft <= 0)
{
return;
}
double damageBeforeShield = random.NextDouble() * System.Math.Ceiling(damageLeft / enemies.Length);
double attackDamage = damageBeforeShield - (random.NextDouble() * enemies[i].armour.ArmourPoints);
damageLeft -= attackDamage;
if (enemies[i].Health < 0)
{
enemies[i].Health = 0;
enemies[i].IsAlive = false;
}
System.Console.WriteLine("{0} deals {1} damage. {2} is on {3} helath",enemies[i].name,enemies[i].Health);
if (enemies[i].IsAlive == false)
{
System.Console.WriteLine("{0} is dead,this.name);
}
}
}
}
}
Faction.cs
namespace Game
{
enum Faction
{
GoodGuy,BadGuy
}
}
Weapon.cs
namespace Game
{
class Weapon
{
private double damage;
public double Damage
{
get
{
return damage;
}
}
public Weapon(Faction faction)
{
switch (faction)
{
case Faction.GoodGuy:
damage = 20;
break;
case Faction.BadGuy:
damage = 20;
break;
default:
break;
}
}
}
}
Armour.cs
namespace Game
{
class Armour
{
private readonly double armourPoints;
public double ArmourPoints
{
get
{
return armourPoints;
}
}
public Armour(Faction faction)
{
switch (faction)
{
case Faction.GoodGuy:
armourPoints = 20;
break;
case Faction.BadGuy:
armourPoints = 20;
break;
default:
break;
}
}
}
}