我想自己做List
一个有能力的工作foreach loop
。还有其他重要的命令List
,比如 IndexOf (这是我唯一不喜欢 List 的地方,因为它是动态变化的)。我列表中的一个必须跟踪所有索引。以及Add
, Contains
, Count
, Remove
, 以及[]
访问器(不知道如何做到这一点)所以现在Get
应该可以解决问题。
List 应该被转换为一个名为 Entity 的基类,该基类在其他两个类 Npc / Player 之间共享,因为它具有相似性。
无论如何,我无法控制客户端我也在编写这个服务器,但是协议规范要求所有玩家跟踪索引,而不需要对常规 List 对索引进行任何剧烈的动态更改。
我一直在学习如何制作自己的教程,Collections
我遇到了 3 个我无法解决的错误。
Argument 3: cannot convert from 'EntityList<T>' to 'EntityList<Entity>'
Cannot apply indexing with [] to an expression of type 'EntityList<Entity>'
The best overloaded method match for 'EntityListEnumerator<T>.EntityListEnumerator(object[], System.Collections.Generic.HashSet<int>, EntityList<Entity>)' has some invalid arguments
另外我想问一下我这样做对吗?或者看起来很狡猾的东西。
感谢您的帮助,我很感激.. C# 的这一部分似乎非常先进且难以掌握概念。
实体列表的来源
public class EntityList<T> : ICollection<T> where T : Entity
{
private const int DEFAULT_CAPACITY = 1600, MIN_VALUE = 1;
public object[] entities;
public HashSet<int> indicies = new HashSet<int>();
public int curIndex = MIN_VALUE;
public int capacity;
public EntityList(int capacity) {
entities = new object[capacity];
this.capacity = capacity;
}
public EntityList()
: this(DEFAULT_CAPACITY) {}
public bool Add(T entity)
{
Add(entity, curIndex);
return true;
}
public void Add(T entity, int index) {
if (entities[curIndex] != null) {
increaseIndex();
Add(entity, curIndex);
} else {
entities[curIndex] = entity;
entity.setIndex(index);
indicies.Add(curIndex);
increaseIndex();
}
}
public T Get(int index)
{
return (T)entities[index];
}
public void Remove(T entity)
{
entities[entity.getIndex()] = null;
indicies.Remove(entity.getIndex());
decreaseIndex();
}
public T Remove(int index)
{
Object temp = entities[index];
entities[index] = null;
indicies.Remove(index);
decreaseIndex();
return (T)temp;
}
IEnumerator IEnumerable.GetEnumerator()
{
return new EntityListEnumerator<T>(entities, indicies, this);
}
private void increaseIndex() {
curIndex++;
if (curIndex >= capacity) {
curIndex = MIN_VALUE;
}
}
private void decreaseIndex()
{
curIndex--;
if (curIndex <= capacity)
curIndex = MIN_VALUE;
}
public int IndexOf(T entity) {
foreach(int index in indicies) {
if (entities[index].Equals(entity)) {
return index;
}
}
return -1;
}
public bool Contains(T entity)
{
return IndexOf(entity) > -1;
}
public int Count {
get
{
return indicies.Count();
}
}
}
EntityListEnumerator 的来源
class EntityListEnumerator<E> : IEnumerator<E> where E : Entity
{
private int[] indicies;
private object[] entities;
private EntityList<Entity> entityList;
protected int curIndex; //current index
protected E _current; //current enumerated object in the collection
public EntityListEnumerator(object[] entities, HashSet<int> indicies, EntityList<Entity> entityList)
{
this.entities = entities;
this.indicies = indicies.ToArray();
this.entityList = entityList;
curIndex = -1;
}
public virtual E Current
{
get
{
return _current;
}
}
public virtual bool MoveNext()
{
//make sure we are within the bounds of the collection
if (++curIndex >= entityList.Count)
{
//if not return false
return false;
}
else
{
//if we are, then set the current element
//to the next object in the collection
_current = entityList[indicies[curIndex]];
}
//return true
return true;
}
public void Remove() {
if (curIndex >= 1)
{
entityList.Remove(indicies[curIndex - 1]);
}
}
// Reset the enumerator
public virtual void Reset()
{
_current = default(E); //reset current object
curIndex = -1;
}
// Dispose method
public virtual void Dispose()
{
entityList = null;
_current = default(E);
curIndex = -1;
}
}