Unity,C#,Dictionary,计算球队在一场比赛中的得分

本文关键字:一场 计算 Dictionary Unity | 更新日期: 2023-09-27 17:59:30

好吧,我很难理解这件事,因为我太不舒服了,尽量清楚地解释我的问题是什么。

首先,我为我制作的fps游戏创建了一个评分系统。现在,评分系统使用了一个可复制的Dictionary结构,即Dictionary中有一个Dictionary。

playerScores = new Dictionary<string, Dictionary<string, int> > ();

第一个字典创建了一个用户名列表,第二个字典用于保存4个密钥(击杀、死亡、辅助、团队ID)

所以基本上它的

playerScores[username][scoretype][scorevalue]

现在它存储了玩家的击杀和死亡,然后按照击杀的降序将其显示在排行榜上,并将其分组到他们所在的团队中,这一切都很好。

我遇到的问题是试图找出一种方法来计算每支球队的当前得分。并计算出哪支球队得分最高。我就是想不通。

这是处理这些数据的类(不是排行榜代码,而是评分之类的)。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class MyMatchData : MonoBehaviour
{

        Dictionary<string, Dictionary<string, int> > playerScores;
        int changeCounter = 0;
        public GameObject scoreBoard;
        Canvas scoreBoardCan;
        public float myTeamID = 0f;
        string playerNameKey = "blank";
        float myDeaths = 0f;
        float myKills = 0f;


        // Use this for initialization
        void Start ()
        {
                scoreBoardCan = scoreBoard.transform.parent.GetComponent<Canvas> ();


                myDeaths = 0f;
                myKills = 0f;
        }
        void Init ()
        //init is just to make shure that we know playerscores is set b4 some one trys to use it 
        //(when ever some one calls the playerscores first they will call Init())
        {

                if (playerScores != null) {
                        return;
                }//If the player scores has been set then return out so we dont erase the scores

                playerScores = new Dictionary<string, Dictionary<string, int> > (); //must tell it that theres a new dictionery else u will get null error
                //playerScores [playerNameKey] = new Dictionary<string, int> (); // agane must tell it theres a new dictionery because this is the sub dictionery
                //a new sub dictionerey must be created for evey player. setScore() will create a new sjub dictionerey for a player if one dose not yet exsist.
        }
        void Update ()
        {
                if (Input.GetKeyDown (KeyCode.Tab)) {
                        changeCounter ++;

                        //scoreBoard.SetActive ( !scoreBoard.activeSelf);
                        bool scoreBoardCanIsActive = scoreBoardCan.enabled;
                        scoreBoardCan.enabled = !scoreBoardCanIsActive;
                }
                if (Input.GetKeyDown (KeyCode.P)) {
                        ChangeScore ("sky", "kills", 1);
                }
        }
        [RPC]
        public void playerDied (bool wasBot, bool wasKilledBySomeone, string killedBy, string playerName, int playerTeam)
        {
                if (PhotonNetwork.isMasterClient) {
                        if (wasBot) {
                                Health hlscBot = GameObject.Find (playerName).GetComponent<Health> ();
                                hlscBot.GetComponent<PhotonView> ().RPC ("DeSpawn", PhotonTargets.AllBuffered, "bot", playerName, playerName, playerTeam);

                        } else {
                                //player respawn stuff here
                                Debug.Log ("Host MyMatchData " + playerName);
                                Health hlsc = GameObject.Find (playerName).GetComponent<Health> ();
                                hlsc.GetComponent<PhotonView> ().RPC ("DeSpawn", PhotonTargets.AllBuffered, "player", playerName, "null", -1);
                        }
                        //do Score dumping stuff here
                        if (wasKilledBySomeone == true) {
                                ChangeScore (playerName, "deaths", 1);//increase the players deaths
                                ChangeScore (killedBy, "kills", 1);//increase the killers score
                        } else {
                                ChangeScore (playerName, "deaths", 1);//increase the players deaths
                        }
                }
        }
        [RPC]
        public void firstSpawn (string userName, int teamID)
        {
                if (!PhotonNetwork.isMasterClient) {
                        return;
                }

                SetScore (userName, "kills", 0);
                SetScore (userName, "deaths", 0);
                SetScore (userName, "assists", 0);
                SetScore (userName, "teamID", teamID);  
        }
        public int GetScore (string username, string scoreType)
        {
                Init ();
                if (playerScores.ContainsKey (username) == false) { //this just meens if the player name receaved has not reconised then it must not of been set yet
                        return 0;// return the player score as 0
                }
                if (playerScores [username].ContainsKey (scoreType) == false) {// at this stage we know the player name is recorded in the dictionery but we need to check if there score has been recorded yet. if not then return 0
                        return 0;// return the player score as 0
                }
                return playerScores [username] [scoreType];
        }
        public void SetScore (string username, string scoreType, int value)
        {
                Init ();
                changeCounter ++;
                if (playerScores.ContainsKey (username) == false) {//if the player has not been recorded in the dictionery yet.
                        playerScores [username] = new Dictionary<string, int> ();// Creates a new dictinerey(sub dictionery) for that player.
                }
                playerScores [username] [scoreType] = value; // the players score is now the value of value
        }
        public void ChangeScore (string username, string scoreType, int amount)
        {
                Init ();
                int currScore = GetScore (username, scoreType);
                SetScore (username, scoreType, currScore + amount); 
        }
        public string[] GetPlayerNames ()
        {
                Init ();
                return playerScores.Keys.ToArray ();
        }
        public string[] GetPlayerNames (string sortingScoreType)
        {
                Init ();
                string[] names = playerScores.Keys.ToArray (); //have to convert to array because keys dont retun a array but a list of string of keys or somthing 
                return names.OrderByDescending (n => GetScore (n, sortingScoreType)).ToArray (); //this needs to beconverted toArray because of the same issue above
                // ok so the names in this array (names) gets sorted by running the getscore function to find out who has what score. its complacated but works
                //for that to work you need using System.Linq
        }
        public int GetChangeCounter ()
        {
                return changeCounter;
        }

}

有人能帮我制定一些代码来计算团队得分吗?

也可能有2支球队,3支甚至12支球队,这取决于比赛的安排。

代码中的大多数注释也是为了我在编写代码时理解它。

Unity,C#,Dictionary,计算球队在一场比赛中的得分

第一个:

float myDeaths = 0f;
float myKills = 0f;

除非你能达到一半死亡/四分之一死亡,甚至0.1569865死亡,否则使用int

我会做这样的事情:

internal class Game
{
    public List<Team> Teams { get; set; } 
    public void firstSpawn(string userName, int teamID)
    {
        if (!PhotonNetwork.isMasterClient)
        {
            return;
        }
        Team team;
        if (Teams.Any(t => t.TeamID == teamID))
        {
            team = Teams.FirstOrDefault(t => t.TeamID == teamID);
        }
        else
        {
            team = new Team(teamID);
            Teams.Add(team);
        }            
        team.Users.Add(new User(userName));
    }

    public void playerDied(bool wasBot, bool wasKilledBySomeone, User killer, User dead, Team playerTeam)
    {
        if (PhotonNetwork.isMasterClient)
        {
            if (wasBot)
            {
                Health hlscBot = GameObject.Find(dead.Name).GetComponent<Health>();
                hlscBot.GetComponent<PhotonView>().RPC("DeSpawn", PhotonTargets.AllBuffered, "bot", dead.Name, dead.Name, playerTeam);
            }
            else
            {
                //player respawn stuff here
                Debug.Log("Host MyMatchData " + dead.Name);
                Health hlsc = GameObject.Find(playerName).GetComponent<Health>();
                hlsc.GetComponent<PhotonView>().RPC("DeSpawn", PhotonTargets.AllBuffered, "player", dead.Name, "null", -1);
            }
            //do Score dumping stuff here
            dead.Death(); // The dead is dead, no matter if suicide or not
            if (wasKilledBySomeone)
            {
                killer.Kill();//increase the killers score
            }
         }
    }
    public bool getTheHigherTeamBy(Types type)
    {
        return Teams.Any(team => team.getTeamScore(type) == Teams.Max(t => t.getTeamScore(type)));
    }
}
internal class Team
{
    public int TeamID { get; set; }
    public List<User> Users { get; set; } 

    public Team(int id = 0)
    {
        TeamID = id;
    }
    public int getTeamScore(Types type)
    {
        return Users.Sum(u => u.Score.getScoreFromType(type));
    }
    public string[] getPlayerNames()
    {
        return Users.Select(u => u.Name).ToArray();
    }
    public string[] GetPlayerNames(Types sortingScoreType)
    {
        return Users.OrderByDescending(u => u.Score.getScoreFromType(sortingScoreType)).Select(u => u.Name).ToArray();
    }
}
public enum Types
{
    Kill,
    Death,
    Assist // Not sure about that one
}
internal class Score
{
    private readonly Dictionary<Types, int> points = new Dictionary<Types, int>();
    public Score()
    {
        // Fill the dictionnary with all the available types
        foreach (Types type in Enum.GetValues(typeof(Types)))
        {
            points.Add(type, 0);
        }
    }
    public int getScoreFromType(Types type)
    {
        return points[type];
    }
    public void incrementScoreForType(Types type, int amount = 1)
    {
        points[type] += amount;
    }
}
internal class User
{
    public string Name { get; set; }
    public Score Score { get; set; }
    public User(string name = "Default")
    {
        Name = name;
        Score = new Score();
    }
    public int getScoreFromType(Types type)
    {
        return Score.getScoreFromType(type);
    }
    public void changeScore(Types type, int amount)
    {
        Score.incrementScoreForType(type, amount);
    }
    public void Death()
    {
        Score.incrementScoreForType(Types.Death);
    }
    public void Kill()
    {
        Score.incrementScoreForType(Types.Kill);
    }
    public void Assist()
    {
        Score.incrementScoreForType(Types.Assist);
    }
}

一般来说,使用类比使用表示假对象的字符串要好:如何处理同一团队中的两个名为ARandomName的玩家?