【发布时间】:2021-01-19 16:57:02
【问题描述】:
所以,这段代码有效。但我觉得我在这里遗漏了一些基本的东西。为列表索引分配一个 int 来访问它们感觉不对。肯定有更好的方法来解决这个问题吗?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ResourceHandler : MonoBehaviour
{
//Basic resources setup.
List<Resource> BasicResources = new List<Resource>();
// I want to avoid doing this, it seems dumb.
int Food = 0;
int Power = 1;
int Matter = 2;
int People = 3;
private void Start()
{
BasicResources.Add(new Resource("Food", 10));
BasicResources.Add(new Resource("Power", 10));
BasicResources.Add(new Resource("Matter", 100));
BasicResources.Add(new Resource("People", 5));
// This makes sense.
foreach (Resource resource in BasicResources)
{
Debug.Log(resource.Type + ", " + resource.Value);
}
//This works, but seems like a dumb way to do it.
BasicResources[Food].AddValue(10);
BasicResources[Power].AddMultiplier(0.25f);
}
}
【问题讨论】:
-
您最好使用
Dictionary<TKey,TValue>而不是List<T>。 docs.microsoft.com/en-us/dotnet/api/… -
如果你只有这四样东西,而且总是有这四样东西,只需创建一个结构,把这四样东西作为成员。
-
如果你为这 4 件事硬编码一个 int ,那么看起来你正在做出编译时决定,你不会有任何其他类型的东西,那么你如何让这些成为上课?
标签: c# list unity3d object indexing