2017-03-28 37 views
1

因此,我正在嘗試在一個教程上學習如何在C#中爲移動應用程序進行編碼。我一直在研究最初針對Windows Forms的教程,並且一直試圖將代碼格式化爲android版本,以便我可以在手機上進行測試。 我目前遇到的問題是從微調器中獲取一個值並稍後使用它。我想要做的就是從旋轉器上拿一把「武器」,然後用那個武器對怪物造成傷害。 原始代碼看起來像這樣爲Windows窗體:Android:將一個變量設置爲一個微調項目供以後使用

private void btnUseWeapon_Click(object sender, EventArgs e) 
     { 
      // Get the currently selected weapon from the cboWeapons ComboBox 
      Weapon currentWeapon = (Weapon)cboWeapons.SelectedItem; 

      // Determine the amount of damage to do to the monster 
      int damageToMonster = RandomNumberGenerator.NumberBetween(currentWeapon.MinimumDamage, currentWeapon.MaximumDamage); 

      // Apply the damage to the monster's CurrentHitPoints 
      _currentMonster.CurrentHitPoints -= damageToMonster; 

      // Display message 
      rtbMessages.Text += "You hit the " + _currentMonster.Name + " for " + damageToMonster.ToString() + " points." + Environment.NewLine; 

      // Check if the monster is dead 
      if(_currentMonster.CurrentHitPoints <= 0) 
      { 
       // Monster is dead 
       rtbMessages.Text += Environment.NewLine; 
       rtbMessages.Text += "You defeated the " + _currentMonster.Name + Environment.NewLine; 

       // Give player experience points for killing the monster 
       _player.ExperiencePoints += _currentMonster.RewardExperiencePoints; 
       rtbMessages.Text += "You receive " + _currentMonster.RewardExperiencePoints.ToString() + " experience points" + Environment.NewLine; 

       // Give player gold for killing the monster 
       _player.Gold += _currentMonster.RewardGold; 
       rtbMessages.Text += "You receive " + _currentMonster.RewardGold.ToString() + " gold" + Environment.NewLine; 

       // Get random loot items from the monster 
       List<InventoryItem> lootedItems = new List<InventoryItem>(); 

       // Add items to the lootedItems list, comparing a random number to the drop percentage 
       foreach(LootItem lootItem in _currentMonster.LootTable) 
       { 
        if(RandomNumberGenerator.NumberBetween(1, 100) <= lootItem.DropPercentage) 
        { 
         lootedItems.Add(new InventoryItem(lootItem.Details, 1)); 
        } 
       } 

       // If no items were randomly selected, then add the default loot item(s). 
       if(lootedItems.Count == 0) 
       { 
        foreach(LootItem lootItem in _currentMonster.LootTable) 
        { 
         if(lootItem.IsDefaultItem) 
         { 
          lootedItems.Add(new InventoryItem(lootItem.Details, 1)); 
         } 
        } 
       } 

       // Add the looted items to the player's inventory 
       foreach(InventoryItem inventoryItem in lootedItems) 
       { 
        _player.AddItemToInventory(inventoryItem.Details); 

        if(inventoryItem.Quantity == 1) 
        { 
         rtbMessages.Text += "You loot " + inventoryItem.Quantity.ToString() + " " + inventoryItem.Details.Name +Environment.NewLine; 
        } 
        else 
        { 
         rtbMessages.Text += "You loot " + inventoryItem.Quantity.ToString() + " " + inventoryItem.Details.NamePlural + Environment.NewLine; 
        } 
       } 

       // Refresh player information and inventory controls 
       lblHitPoints.Text = _player.CurrentHitPoints.ToString(); 
       lblGold.Text = _player.Gold.ToString(); 
       lblExperience.Text = _player.ExperiencePoints.ToString(); 
       lblLevel.Text = _player.Level.ToString(); 

       UpdateInventoryListInUI(); 
       UpdateWeaponListInUI(); 
       UpdatePotionListInUI(); 

       // Add a blank line to the messages box, just for appearance. 
       rtbMessages.Text += Environment.NewLine; 

       // Move player to current location (to heal player and create a new monster to fight) 
       MoveTo(_player.CurrentLocation); 
      } 
      else 
      { 
       // Monster is still alive 

       // Determine the amount of damage the monster does to the player 
       int damageToPlayer = RandomNumberGenerator.NumberBetween(0, _currentMonster.MaximumDamage); 

       // Display message 
       rtbMessages.Text += "The " + _currentMonster.Name + " did " + damageToPlayer.ToString() + " points of damage." + Environment.NewLine; 

       // Subtract damage from player 
       _player.CurrentHitPoints -= damageToPlayer; 

       // Refresh player data in UI 
       lblHitPoints.Text = _player.CurrentHitPoints.ToString(); 

       if(_player.CurrentHitPoints <= 0) 
       { 
        // Display message 
        rtbMessages.Text += "The " + _currentMonster.Name + " killed you." + Environment.NewLine; 

        // Move player to "Home" 
        MoveTo(World.LocationByID(World.LOCATION_ID_HOME)); 
       } 
      } 
     } 

的cboWeapons Windows窗體是一個組合框。 我在我的代碼中保留了相同的命名,但它是一個微調。

Spinner cboWeapons = (Spinner)FindViewById(Resource.Id.cboWeapons); 
// Create an ArrayAdapter using the string array and a default spinner layout 
ArrayAdapter<Weapon> adapter = new ArrayAdapter<Weapon>(this, 
Android.Resource.Layout.SimpleSpinnerItem, weapons); 
adapter.SetDropDownViewResource(Android.Resource.Layout.SimpleSpinnerDropDownItem); 
cboWeapons.Adapter = adapter; 

public void onItemSelected(AdapterView<?> parent, View view, int position, long id) 
{ 
// On selecting a spinner item 
object CurrentWeapon =parent.GetItemAtPosition(position); 
Weapon currentWeapon = new CurrentWeapon(); 
} 

我的武器級轎車在發動機項目定義,我有做currentWeapon東西,我可以像Windows窗體確實後來的代碼中引用的問題。

回答

1

這是我用它來獲得選擇的項目:

var TheSelectedIten = string.Format("{0}", SimpleSpinner.GetItemAtPosition(SimpleSpinner.SelectedItemPosition)); 

它爲我串的微調列表。

R/ 普雷斯科特...

+0

這使得其被定義爲 「TheSelectedItem」 一個變種。我怎樣才能讓這個變量引用我的武器類? –

+0

在我的應用程序中,我使用了兩個並行的字符串列表,一個用於武器,另一個用於獲取關於武器的信息,var SelectedItem包含列表中項目的位置。例如,如果列表包含「Spear,Axe,Bow」並且用戶選擇「Ax」,那麼var等於2.然後,使用該值來索引我的項目列表,例如:var weaponinfo = weaponitem [SelectedItem]的ToString();這讓我瞭解了武器的所有信息。我自己對Android應用程序相當陌生,並且此解決方案適用於我。 –

+0

我喜歡使用2個列表的想法。我想在我的代碼中使用它,但是我從第二組代碼中收到的錯誤是我無法將字符串轉換爲int。看看你的第一個代碼,是不是定義了一個字符串而不是2的整數? –

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