我在簡短的問題:C#:繼承單獨的靜態成員的派生類
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)
}
所以我想我所有的派生類中有一個是針對paricular類共享的共享數據,但必須在限定的公共簽名基類。
我在空閒時間爲樂趣創建了一個簡單的RTS遊戲。有幾種單位(宇宙飛船,建築物等)具有一些基本屬性。 這些單元可以由玩家來升級(屬於同一玩家相同類型的所有設備都升級例如玩家A升級坦克裝甲意味着他的所有坦克 會有更好的盔甲。)
這裏我如何努力實現這一目標:
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;}
//...
}
我想過增加一個額外的鑰匙我的dictonary(使用嵌套的字典):型結構爲重點,並修改這樣的代碼:
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「米不知道這按預期工作。
該解決方案可能很簡單,但我不知道如何解決這個問題。