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如何使用內聯條件 C# 獲取數組的某些元素?

[英]How to get certain elements of an array using an inline condition C#?

我目前正在學習 C# 中的面向對象編程,因此,我只是在嘗試創建游戲的類。

在我目前正在制作的游戲中,我有一個 Warrior 類,它有一個方法 Attack(),它有兩個重載, public void Attack(Warrior enemy)public void Attack(params Warrior[] enemies)

使用第一個重載沒問題,我在 Program.cs 中實例化了兩個 Warrior 對象,並使用持續到其中一個戰士死亡的 while 循環,根據隨機數生成器選擇每次攻擊的對象。

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,當我嘗試使用具有多個敵人的第二個重載時,我的問題就出現了。

我創建了四個敵人,然后開始 while 循環,如下所示。

Random random = new Random();
Warrior warrior1 = new Warrior("Ben", Faction.GoodGuy);
Warrior warrior2 = new Warrior("Alfie", 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;
    }
}

在每種情況下,我都希望一個戰士攻擊目前還活着的所有其他戰士。

所以在案例 0:戰士 1 攻擊所有其他活着的戰士

案例 1:戰士 2 攻擊所有其他戰士

案例 2:戰士 3 攻擊所有其他戰士

案例 3:戰士 4 攻擊所有其他戰士

我可以很容易地用 foreach 循環來做到這一點,但我想知道,為了更清晰的代碼和編寫更少的代碼,是否有辦法做到這一點內聯。 我見過人們使用 ? 操作符,但我不確定如何使用它,或者它是否適用於這里。

如果您能幫助我使用內聯運算符(如果確實存在),我將不勝感激。

謝謝,本

如果你需要它,我的代碼:

程序.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, warrior2, warrior3, warrior4 };

                switch (random.Next(4))
                {
                    case 0:
                        break;
                    case 1:
                        break;
                    case 2:
                        break;
                    case 3:
                        break;
                    default:
                        break;
                }
            }

            Console.WriteLine("End of Code");
        }
    }
}

戰士.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!", enemy.name, 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", this.name, attackDamage, enemies[i].name, enemies[i].Health);

                if (enemies[i].IsAlive == false)
                {
                    System.Console.WriteLine("{0} is dead, {1} is victorious!", enemies[i].name, this.name);
                }




            }
        }

    }
}

派系.cs

namespace Game
{
    enum Faction
    {
        GoodGuy, BadGuy
    }
}

武器.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;
            }
        }

    }
}

盔甲.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;
            }
        }
    }
}

非常好的學習應用程序,你做得很好!

您可以使用 List 的 RemoveAt 方法。 我在那里看不到 switch 的原因,所以它會很簡單:

while(warrior1.IsAlive || warrior2.IsAlive || warrior3.IsAlive || warrior4.IsAlive)
{
    var warriors = new List<Warrior> { warrior1, warrior2, warrior3, warrior4 };
    ProcessAttacks(warriors, random.Next(4));
}

這是 ProcessAttacks 函數:

private void ProcessAttacks(List<Warrior> warriors, int currentWarrior)
{
    var warrior = warriors[currentWarrior];
    warriors.RemoveAt(currentWarrior);
    warrior.Attack(warriors);
}

它還需要將您的public void Attack(params Warrior[] enemies)簽名更改為public void Attack(List<Warrior> enemies)

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