[英]Getting rid of unnecessary loops
在我的游戲中,我將要進行很多互動,其中我需要查看玩家是否有物品,如果他有物品並且其他事情是正確的,那么就采取行動。 在以下代碼中描述。
private void SetTinderInPit()
{
MouseState currentMouseState = Mouse.GetState();
if (player.NextToFirePit == true)
{
foreach (Item item in player.PlayerInventory.Items)
{
if (item.ItemName == "tinder")
{
foreach (Item pit in allItemsOnGround)
{
if (pit.ItemName == "firepit" &&
pit.ItemRectangle.Contains(MouseWorldPosition) &&
currentMouseState.LeftButton == ButtonState.Pressed &&
oldMouseState.LeftButton == ButtonState.Released)
{
item.ItemName = "empty";
pit.ItemName = "firepitwithtinder";
pit.Texture = Content.Load<Texture2D>("firepitwithtinder");
}
}
}
}
oldMouseState = currentMouseState;
}
}
如您所見,這看起來很丑陋,我認為這樣做會有更好的方法,但是我不確定如何做。 由於會有很多這類方法,我想知道什么是最好的方法?
似乎您可以使用一些LINQ完全擺脫(實際上隱藏)循環:
private void SetTinderInPit()
{
MouseState currentMouseState = Mouse.GetState();
if (player.NextToFirePit)
{
Item tinder = player.PlayerInventory.Items.FirstOrDefault(i => i.ItemName == "tinder");
if (tinder != null)
{
Item firepit = allItemsOnGround.FirstOrDefault(i => i.ItemName == "firepit" && i.ItemRectangle.Contains(MouseWorldPosition));
if (firepit != null &&
currentMouseState.LeftButton == ButtonState.Pressed &&
oldMouseState.LeftButton == ButtonState.Released)
{
tinder.ItemName = "empty";
firepit.ItemName = "firepitwithtinder";
firepit.Texture = Content.Load<Texture2D>("firepitwithtinder");
}
}
oldMouseState = currentMouseState;
}
}
這具有在找到項目時使回路短路的附加優勢。 它還可以輕松檢查名稱以外的其他內容(例如“ IsFlammable”或“ CanContainFire”屬性),因此您可以使用多個項目,而不僅僅是“ tinder”和“ firepit”。
如果您實際上打算移除所有火堆和火種,請使用:
private void SetTinderInPit()
{
MouseState currentMouseState = Mouse.GetState();
if (player.NextToFirePit)
{
foreach (Item tinder in player.PlayerInventory.Items.Where(i => i.ItemName == "tinder")
{
foreach (Item firepit in allItemsOnGround.Where(i => i.ItemName == "firepit"))
{
if (firepit.ItemRectangle.Contains(MouseWorldPosition) &&
currentMouseState.LeftButton == ButtonState.Pressed &&
oldMouseState.LeftButton == ButtonState.Released)
{
tinder.ItemName = "empty";
firepit.ItemName = "firepitwithtinder";
firepit.Texture = Content.Load<Texture2D>("firepitwithtinder");
}
}
}
oldMouseState = currentMouseState;
}
}
快速警告; 此代碼將刪除第一個火種的所有火堆,而其他火種則毫發無損。 我可以拆開循環以刪除所有內容,但是此功能與提供的功能相匹配; 而且,我假設那不是預期的行為。
注意,您不需要在任何地方使用ToList
,因為您在枚舉過程中不會修改集合。 您可以隨時修改集合,具有以下試驗證明中的項目:
class IntWrapper
{
public int value;
public IntWrapper(int value)
{
this.value = value;
}
}
class Program
{
static void Main(string[] args)
{
List<IntWrapper> test = new List<IntWrapper>() { new IntWrapper(1), new IntWrapper(2), new IntWrapper(3), new IntWrapper(4), new IntWrapper(5) };
foreach (IntWrapper i in test.Where(i => i.value == 1))
{
i.value = 0;
}
foreach (IntWrapper i in test)
{
Console.WriteLine(i.value);
}
Console.ReadLine();
}
}
我對現有代碼所做的唯一真正的更改是盡早移動了鼠標狀態檢查,以避免在循環中多次檢查該狀態。 另外,我將使用Linq來縮短條件(通過刪除'if'語句):
MouseState currentMouseState = Mouse.GetState();
// I would get all the conditional checks out of the way up front first
if (player.NextToFirePit &&
currentMouseState.LeftButton == ButtonState.Pressed &&
oldMouseState.LeftButton == ButtonState.Released)
{
foreach (var tinderItem in player.PlayerInventory.Items
.Where(item => item.ItemName == "tinder"))
{
foreach (var firePit in allItemsOnGround
.Where(item => item.ItemName == "firepit" &&
item.ItemRectangle.Contains(MouseWorldPosition)))
{
tinderItem.ItemName = "empty";
firePit.ItemName = "firepitwithtinder";
firePit.Texture = Content.Load<Texture2D>("firepitwithtinder");
}
}
}
oldMouseState = currentMouseState;
由於您正在尋找一種擺脫“丑陋”代碼的方法,因此,另一種想法是將某些功能移至播放器對象。
我可能會更多地使用LINQ。
請注意,這是在記事本中而不是Visual Studio中編寫的,因此更多是偽代碼。
private void SetTinderInPit()
{
var currentMouseState = Mouse.GetState();
if (!player.NextToFirePit) return;
player.PlayerInventory.Items.Where(item => item.ItemName == "tinder").ToList().ForEach(item =>
{
allItemsOnGround.Where(x => x.ItemName == "firepit" &&
x.ItemRectangle.Contains(MouseWorldPosition) &&
currentMouseState.LeftButton == ButtonState.Pressed &&
oldMouseState.LeftButton == ButtonState.Released)
.ToList().ForEach(pit =>
{
item.ItemName = "empty";
pit.ItemName = "firepitwithtinder";
pit.Texture = Content.Load<Texture2D>("firepitwithtinder");
});
});
oldMouseState = currentMouseState;
}
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