首先,我是 LINQ 的新手,所以我并不真正了解它的来龙去脉。我正在尝试在某些代码中使用它,根据我的诊断,它似乎与以相同方式使用 for 循环一样快。但是,我不确定这将如何扩展,因为我正在使用的列表可能会急剧增加。
我将 LINQ 用作碰撞检测功能的一部分(仍在使用中),并且我正在使用它来将列表剔除为仅与检查相关的列表。
这是 LINQ 版本:
partial class Actor {
public virtual bool checkActorsForCollision(Vector2 toCheck) {
Vector2 floored=new Vector2((int)toCheck.X, (int)toCheck.Y);
if(!causingCollision) // skip if this actor doesn't collide
return false;
foreach(
Actor actor in
from a in GamePlay.actors
where a.causingCollision==true&&a.isAlive
select a
)
if( // ignore offscreen collisions, we don't care about them
(actor.location.X>GamePlay.onScreenMinimum.X)
&&
(actor.location.Y>GamePlay.onScreenMinimum.Y)
&&
(actor.location.X<GamePlay.onScreenMaximum.X)
&&
(actor.location.Y<GamePlay.onScreenMaximum.Y)
)
if(actor!=this) { // ignore collisions with self
Vector2 actorfloor=new Vector2((int)actor.location.X, (int)actor.location.Y);
if((floored.X==actorfloor.X)&&(floored.Y==actorfloor.Y))
return true;
}
return false;
}
}
这是我以前的方法:
partial class Actor {
public virtual bool checkActorsForCollision(Vector2 toCheck) {
Vector2 floored=new Vector2((int)toCheck.X, (int)toCheck.Y);
if(!causingCollision) // skip if this actor doesn't collide
return false;
for(int i=0; i<GamePlay.actors.Count; i++)
if( // ignore offscreen collisions, we don't care about them
(GamePlay.actors[i].location.X>GamePlay.onScreenMinimum.X)
&&
(GamePlay.actors[i].location.Y>GamePlay.onScreenMinimum.Y)
&&
(GamePlay.actors[i].location.X<GamePlay.onScreenMaximum.X)
&&
(GamePlay.actors[i].location.Y<GamePlay.onScreenMaximum.Y)
)
if( // ignore collisions with self
(GamePlay.actors[i].isAlive)
&&
(GamePlay.actors[i]!=this)
&&
(GamePlay.actors[i].causingCollision)
) {
Vector2 actorfloor=
new Vector2(
(int)GamePlay.actors[i].location.X,
(int)GamePlay.actors[i].location.Y
);
if((floored.X==actorfloor.X)&&(floored.Y==actorfloor.Y))
return true;
}
return false;
}
}
目前,要么几乎立即运行(但每秒运行多次),但随着项目的构建和变得更加复杂,这将同时处理更多的对象,并且检查冲突的代码将更加详细.