具有将Child类型作为参数的方法的继承类:调用了错误的方法

本文关键字:方法 继承 调用 错误 参数 Child 类型 | 更新日期: 2023-09-27 18:22:15

我正在制作一个纸牌游戏,我有几个控制纸牌行为的脚本。

public class BasicCardModel : Draggable {
    public int hitPoints;
    public GameObject cardObject;
    public static string cardName = "Basic Card";
    public CardStatus cardStatus = CardStatus.None;
    public void copyAttributes(BasicCardModel bcm) {
        Debug.Log("Calling basic copy attributes");
        hitPoints = bcm.hitPoints;
    }
    ...
}

我有几个类似于下面的专用卡:

public class AttackCardModel : BasicCardModel {
    public int attackStrength;
    public AttackType attackType;
    public void copyAttributes(AttackCardModel acm) {
        base.copyAttributes(acm);
        attackType = acm.attackType;
        Debug.Log("Attack strength = " + acm.attackStrength);
        attackStrength = acm.attackStrength;
    }
}

我有一个生成这些卡的控制器对象:

public class GameController : MonoBehaviour {
    public GameObject basicCard, attackCard, defenseCard, eventCard, masterCard;
    public GameObject topPlayerDeck, topPlayerHand, topPlayerField;
    public GameObject bottomPlayerDeck, bottomPlayerHand, bottomPlayerField;
    public GameObject eventDeck;
    // Use this for initialization
    void Start () {
        // Link controller to game objects
        topPlayerDeck = GameObject.Find("TopPlayerDeck");
        topPlayerHand = GameObject.Find("TopPlayerHand");
        topPlayerField = GameObject.Find("TopPlayerField");
        bottomPlayerDeck = GameObject.Find("BottomPlayerDeck");
        bottomPlayerHand = GameObject.Find("BottomPlayerHand");
        bottomPlayerField = GameObject.Find("BottomPlayerField");
        eventDeck = GameObject.Find("EventDeck");
        CardCollection cards = generateCards();
        foreach (BasicCardModel card in cards.cards) {
            if(card is AttackCardModel) {
                createCard<AttackCardModel>(topPlayerHand, card as AttackCardModel, Player.Top, CardStatus.Hand);
                createCard<AttackCardModel>(bottomPlayerHand, card as AttackCardModel, Player.Bottom, CardStatus.Hand);
            }
            else if(card is DefenseCardModel) {
                createCard<DefenseCardModel>(topPlayerHand, card as DefenseCardModel, Player.Top, CardStatus.Hand);
                createCard<DefenseCardModel>(bottomPlayerHand, card as DefenseCardModel, Player.Bottom, CardStatus.Hand);
            }
            else {
                createCard<BasicCardModel>(topPlayerHand, card as BasicCardModel, Player.Top, CardStatus.Hand);
                createCard<BasicCardModel>(bottomPlayerHand, card as BasicCardModel, Player.Bottom, CardStatus.Hand);
            }
        }
        /*
        for(int i = 0; i < 2; i++) {
            createCard<AttackCardModel>(topPlayerHand, Player.Top, CardStatus.Hand);
            createCard<AttackCardModel>(bottomPlayerHand, Player.Bottom, CardStatus.Hand);
        }
        for (int i = 0; i < 2; i++) {
            createCard<DefenseCardModel>(topPlayerHand, Player.Top, CardStatus.Hand);
            createCard<DefenseCardModel>(bottomPlayerHand, Player.Bottom, CardStatus.Hand);
        }
        */
    }
    // Update is called once per frame
    void Update () {
    }
    // For testing, have a CardCollection passed in later
    public CardCollection generateCards() {
        CardCollection cards = new CardCollection();
        //AttackCardModel testcard = new AttackCardModel(4, AttackType.SQLInjection, 3);
        cards.cards.Add(new AttackCardModel(4, AttackType.SQLInjection, 3));
        cards.cards.Add(new DefenseCardModel(5, AttackType.SQLInjection, 1));
        //Debug.Log(testcard.attackStrength + "is attack strength");
        return cards;
    }
    public void createCard<T>(GameObject whereToPut, T objectToCopy, Player player, CardStatus cardStatus) where T : BasicCardModel {
        GameObject new_card = Instantiate(basicCard);
        new_card.transform.SetParent(whereToPut.transform, false);
        Destroy(new_card.GetComponent<BasicCardModel>());
        new_card.AddComponent<T>();
        --->new_card.GetComponent<T>().copyAttributes(objectToCopy); <---
        new_card.GetComponent<T>().linkModelToCardObject(new_card);
        new_card.GetComponent<T>().setUpCard<T>(player, cardStatus);
    }
}

我的这行(靠近控制器对象的末尾)有问题:new_card.GetComponent<T>().copyAttributes(objectToCopy);

它没有调用copyAttributes的子方法,而是调用父方法,因此不会复制我想要的属性。

在我之前的问题中,有人建议使用动态类型作为解决方案。然而,尽管GetComponent<ParentClass>应该获得子类型,但由于某些原因,它不起作用,所以我需要使用泛型。

如何强制它调用子方法而不是父方法?

具有将Child类型作为参数的方法的继承类:调用了错误的方法

使BasicCardModelcopyAttributes方法虚拟化。

public class BasicCardModel : Draggable {
    // ...    
    public virtual void copyAttributes(BasicCardModel bcm) {
        // ...    
    }
    // ...    
}

然后覆盖它AttackCardModel,并在复制附加属性之前将卡模型强制转换为派生类型:

public override void copyAttributes(BasicCardModel bcm) {
    base.copyAttributes(acm);
    var acm = bcm as AttackCardModel;
    if (acm != null) {
        attackType = acm.attackType;
        Debug.Log("Attack strength = " + acm.attackStrength);
        attackStrength = acm.attackStrength;
    }
}

您需要在类型中反映层次结构-一种方法是创建接口并在Create方法中为其添加约束:

public interface ICopyableFrom<T>
{
     void CopyAttributes(T src);
}
public void createCard<T>(GameObject whereToPut, T objectToCopy, Player player, CardStatus cardStatus) where T : BasicCardModel, ICopyableFrom<T>
{
        GameObject new_card = Instantiate(basicCard);
        new_card.transform.SetParent(whereToPut.transform, false);
        Destroy(new_card.GetComponent<BasicCardModel>());
        new_card.AddComponent<T>();
        new_card.GetComponent<T>().CopyAttributes(objectToCopy);
        new_card.GetComponent<T>().linkModelToCardObject(new_card);
        new_card.GetComponent<T>().setUpCard<T>(player, cardStatus);
}

然后需要在类中实现:

public class AttackCardModel : BasicCardModel, ICopyableFrom<AttackCardModel>
{
    public void CopyAttributes(AttackCardModel src)
    {
    }
}