在switch语句中声明类对象
本文关键字:对象 声明 switch 语句 | 更新日期: 2023-09-27 18:17:02
这是我第一次编写如此复杂的代码,我偶然发现了一个问题。所以,我正在尝试制作一个非常基本的基于文本的RPG,在visual c#使用visual studio。到目前为止,我有3种形式。主菜单表单(带有播放和退出按钮)、角色选择表单(点击播放后打开)和游戏表单本身。在角色选择表单中,会提示用户选择自己的角色类别(法师、战士、盗贼)。我创建了一个公共抽象类entity:
public abstract class Entity
{
#region Attributes
protected string _name;
protected int _strength, _strengthModifier,
_magic, _magicModifier,
_luck, _luckModifier,
_defense, _defenseModifier,
_health, _healthModifier;
#endregion
#region Properties
public string Name
{
get { return _name; }
protected set { _name = value; }
}
public int Strength
{
get { return _strength; }
protected set { _strength = value; }
}
public int StrengthModifier
{
get { return _strengthModifier; }
protected set { _strengthModifier = value; }
}
public int Magic
{
get { return _magic; }
protected set { _magic = value; }
}
public int MagicModifier
{
get { return _magicModifier; }
protected set { _magicModifier = value; }
}
public int Luck
{
get { return _luck; }
protected set { _luck = value; }
}
public int LuckModifier
{
get { return _luckModifier; }
protected set { _luckModifier = value; }
}
public int Defense
{
get { return _defense; }
protected set { _defense = value; }
}
public int DefenseModifier
{
get { return _defenseModifier; }
protected set { _defenseModifier = value; }
}
public int Health
{
get { return _health; }
protected set { _health = value; }
}
public int HealthModifier
{
get { return _healthModifier; }
protected set { _healthModifier = value; }
}
#endregion
#region Constructor
public Entity()
{
Name = "";
Strength = 0;
Magic = 0;
Luck = 0;
Defense = 0;
Health = 0;
}
#endregion
#region Methods
#endregion
}
然后我创建了战士职业,年龄职业和盗贼职业,继承了这个。
class Mage : Entity
{
public Mage(string name) : base()
{
_name = name;
#region Stats
_strength = 0;
_strengthModifier = 0;
_magic = 10;
_magicModifier = 3;
_luck = 3;
_luckModifier = 0;
_defense = 5;
_defenseModifier = 0;
_health = 100;
_healthModifier = 0;
#endregion
}
}
现在,我在游戏表单上创建类对象本身。我从角色选择表单调用游戏表单,并将玩家的姓名和职业作为参数发送。
public Game(string name, string characterClass)
{
InitializeComponent();
#region CreateCharacter
switch (characterClass)
{
case "Mage":
{
Mage player = new Mage(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Mage.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Rogue":
{
Rogue player = new Rogue(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Rogue.bmp");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Warrior":
{
Warrior player = new Warrior(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Warrior.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); //show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
}
#endregion
}
。如果我尝试在这个开关之外调用player,它将不起作用。我能想到的唯一解决方案是代码三次,每次一次。不管怎么说,我百分之百肯定不是这样的。有什么建议吗?
问题是因为您在本地刷中实例化了对象,也就是说,您将无法从交换机外部访问它们。如果你想在switch之外使用它们,你需要在switch之外声明它们。这样的:
public Game(string name, string characterClass)
{
InitializeComponent();
#region CreateCharacter
Entity player = null;
switch (characterClass)
{
case "Mage":
{
player = new Mage(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Mage.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Rogue":
{
player = new Rogue(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Rogue.bmp");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Warrior":
{
player = new Warrior(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Warrior.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); //show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
}
#endregion
}
我只是把玩家的陈述放在抽象类型的开关上。
通过在switch之前声明对象,您将能够在其内部和外部访问它。因为所有的对象都继承自entity,而entity是一个抽象类,所以你可以用它来对对象进行类型划分。
这是我认为解决你问题的最好办法。