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C# - 確定對象應該在實例化時使用哪個類?

[英]C# - Determine which class an object should use on instantiation?

我有 2 個類:實體和控制。

實體:

public class Entity
{

   public float Rotate {get; private set;}

   readonly Control m_Control

   public Entity(float rot)
   {
     Rotate = rot;
     m_control = new Control();
   }

    public void Update(float time)
    {

            switch (m_control.Rotating())
            {
                case Control.Rotator.Right:
                    Rotate += time * 1.5f;
                    break;
                case Control.Rotator.Left:
                    Rotate -= time * 1.5f;
                    break;
                case Control.Rotator.Still:
                    break;
                default:
                    break;          
            }
     }



}

控制:

public class Control
{
        private Random rnd = new Random();
        private int _randomTurn;

        public enum Rotator
        {
            Still,
            Right,
            Left
        }

        public Control()
        {
            TimerSetup(); // Initialize timer for Entity
        }

 public Rotator Rotating()
        {

                switch(_randomTurn)
                {
                    case 1:
                        return Rotator.Right;
                    case 2:
                        return Rotator.Left;
                    default:
                        return Rotator.Still;
                }

            }

 private void TimerSetup()
 {
            DispatcherTimer dispatcherTimer = new DispatcherTimer();
            dispatcherTimer.Tick += new EventHandler(GameTickTimer_Tick);
            dispatcherTimer.Interval = new TimeSpan(0, 0, 2);
            dispatcherTimer.Start();
 }


 private void GameTickTimer_Tick(object sender, EventArgs e)
 {
     RandomTurn();
 }


 private void RandomTurn() 
 {
    _randomTurn = rnd.Next(1, 4);
 }


}

基本上我想讓“Control”類成為基類並創建兩個子類:PlayerControl 和 AIControl。 目前,玩家控制輸入和 AI 控制輸入都在一個 Control 類中處理。

我的困境是,在 Entity 類中,如何確定 Entity 將使用哪個 Control 類?

Entity 類當前分配 Control 類,如下所示:

readonly Control m_Control

public Entity(float rot)
   {
     Rotate = rot;
     m_control = new Control();
   }

我在另一個類中實例化多個實體類,如下所示:

public class Environment
{

readonly Entity m_entity;
readonly Entity m_entity2;

public Environment()
{
   m_entity = new Entity(90.0f);
   m_entity2 = new Entity(180.0f);
}

有沒有辦法讓我確定實體在實例化時將使用哪個 Control 子類?

只需通過構造函數傳遞您的Control實例。 您的Entity類將如下所示:

readonly Control m_Control

public Entity(float rot, Control control)
   {
     Rotate = rot;
     m_control = control;
   }

創建您的Entity變量將如下所示:

m_entity = new Entity(90.0f, new PlayerControl());
m_entity2 = new Entity(180.0f, new AIControl());

這種方法稱為依賴注入。 有關更多詳細信息,請參見例如Wikipedia

是的,使用泛型:

public class Entity<TControl> where TControl : Control, new()
{
   public float Rotate {get; private set;}

   readonly TControl m_Control;

   public Entity(float rot)
   {
       Rotate = rot;
       m_control = new TControl();
   }
}

public abstract class Control {}

public class PlayerControl : Control {}
public class AIControl : Control {}

public class Environment
{

    readonly Entity<PlayerControl> m_entity;
    readonly Entity<AIControl> m_entity2;

    public Environment()
    {
       m_entity = new Entity<PlayerControl>(90.0f);
       m_entity2 = new Entity<AIControl>(180.0f);
    }
}

約束將確保泛型類型從Control派生,並且可以使用無參數構造函數進行實例化。

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