我的问题简述:
class A
{
/* Other stuff in my class*/
protected static staticMember;
}
class B : A
{
/* Other stuff in my class*/
// Will have A.staticMember but I want B.staticMember (same type)
}
class C : A
{
/* Other stuff in my class*/
// Will have A.staticMember but I want C.staticMember (same type)
}
所以我希望我的所有派生类都有一个共享数据,该数据为该特定类共享,但在基类中定义了一个公共签名。
我正在创建一个简单的 RTS 游戏,以便在空闲时间获得乐趣。有几种单位(宇宙飞船、建筑物等)具有一些基本属性。这些单位可以由玩家升级(属于同一玩家的所有相同类型的单位都会升级,例如玩家A升级坦克的装甲意味着他所有的坦克将拥有更好的装甲。)
以下是我尝试实现这一目标的方法:
abstract class Unit
{
/*several methods that is common for all units*/
/*We don't know the unit's attributes at this point*/
protected abstract double getMaxHitpoints();
protected abstract double getFusionArmor();
protected abstract double getNormalArmor();
// and more similar abstract methods to come.
double maxHitpoints;
double fusionArmor;
double normalArmor;
//...
// This method is called on construction and after upgrade completion.
public void cacheAttributes(Player forPlayer)
{
Upgrade upgradesForThisUnit; //<<< Upgrade is class that is used like a struct to hold the upgrades for this kind of unit.
upgrades.TryGetValue(forPlayer,out upgradesForThisUnit); ///< get upgrades if available (if not available it will give the default value [=no bonuses])
maxHitpoints=getMaxHitpoints()+upgradesForThisUnit.hitpointBonus;
fusionArmor=getFusionArmor()+upgradesForThisUnit.fusionArmorBonus;
normalArmor=getNormalArmor()+upgradesForThisUnit.normalArmorBonus;
//...
}
// This data structure is intended to hold the upgrades for every player for this kind of the unit
// but unfortunally derived classes have this instance too so if the player upgrades the tanks it will upgrade the interceptors, peasants, buildings too...
protected static Dictionary<Player,Upgrade> upgrades;
}
class Tank : Unit
{
protected override double getMaxHitpoints() {return 1000;}
protected override double getFusionArmor() {return 10;}
protected override double getNormalArmor() {return 50;}
//...
}
我考虑在我的字典中添加一个额外的键(使用嵌套字典):将结构类型作为键并修改如下代码:
protected static Dictionary<Player,Dictionary<Type,Upgrade>> upgrades;
public void cacheAttributes(Player forPlayer)
{
Dictionary<Type,Upgrade> upgradesForThePlayer;
upgrades.TryGetValue(forPlayer,out upgradesForThePlayer);
Upgrade upgradesForThisUnit; //<<< Upgrade is class that is used like a struct to hold the upgrades for this kind of unit.
upgradesForThePlayer.TryGetValue(GetType(),out upgradesForThisUnit); ///< get upgrades if available (if not available it will give the default value [=no bonuses])
maxHitpoints=getMaxHitpoints()+upgradesForThisUnit.hitpointBonus;
fusionArmor=getFusionArmor()+upgradesForThisUnit.fusionArmorBonus;
normalArmor=getNormalArmor()+upgradesForThisUnit.normalArmorBonus;
//...
}
但我不确定这是否按预期工作。
解决方案可能很简单,但我现在不知道如何解决这个问题。