使用多态获取相同类型的实例
Get Instance of the same type using polymorphism
我有下一个场景:
有一个 class 负责管理应用程序的所有货币。所有货币都扩展了 Currency,所以它可以表现得像它。货币是抽象的,因此无法实例化。
在应用程序的某些部分,我将软货币、硬货币或事件货币作为成本货币,例如,玩家按下某些菜单上的某个购买按钮。此操作触发购买,购买有货币作为参考,在本例中可以是 costSoftCurrency。
这个想法是,如果 PlayerCurrencies 收到货币,玩家货币会评估他的货币和 return 相同类型的相关货币,然后您可以安全地减去成本。
我的问题是...如果没有这个可怕的 ifs,我如何才能获得相同的逻辑?我读到 double dispatch 但我不知道它是否可以在这里应用。
有谁知道这是否可以实现?
public class PlayerCurrencies
{
public SoftCurrency softCurrency = new SoftCurrency();
public HardCurrency hardCurrency = new HardCurrency();
public EventCurrency eventCurrency = new EventCurrency();
public Currency GetCurrencyFromType(Currency currency)
{
if (currency is SoftCurrency)
{
return this.softCurrency;
}
if (currency is HardCurrency)
{
return this.hardCurrency;
}
if (currency is EventCurrency)
{
return this.eventCurrency;
}
return null;
}
}
public abstract class Currency
{
public float Value
{
get;
set;
}
public void Add(Currency currency)
{
this.Value += currency.Value;
}
public void Substract(Currency currency)
{
this.Value -= currency.Value;
}
}
public class EventCurrency : Currency
{
}
public class HardCurrency : Currency
{
}
public class SoftCurrency : Currency
{
}
internal class Program
{
private static void Main(string[] args)
{
PlayerCurrencies playerCurrencies = new PlayerCurrencies();
Currency costSoftCurrency = new SoftCurrency();
Currency costHardCurrency = new HardCurrency();
playerCurrencies.GetCurrencyFromType(costSoftCurrency).Substract(costSoftCurrency); // there i get a SoftCurrency from Player Currencies
playerCurrencies.GetCurrencyFromType(costHardCurrency).Substract(costHardCurrency); // there i get a HardCurrency from Player Currencies
}
}
我会为此使用工厂方法设计模式,因为它专门用于您使用 sub类 来确定应该创建什么 类 的时候。这基本上就是你在这里所做的。我最初的回答提到了反射,因为我在 link 访问的网站上看到了映射配置并认为这很酷,但在昨晚考虑之后它也有很多开销。使用字典绕过 if 块或 switch 语句会更简单、更快捷。
这就是我 add/change 对您的代码的看法:
//The Factory class that creates the different types of currency based
//on a name parameter
static class CurrencyFactory
{
private static readonly Dictionary<string, Currency> _currencyDictionary =
new Dictionary<string, Currency>
{
{ "HardCurrency", new HardCurrency() },
{ "SoftCurrency", new SoftCurrency() },
{ "EventCurrency", new EventCurrency() }
};
public static Currency Create(string currencyTypeName)
{
return _currencyDictionary[currencyTypeName];
}
}
internal class Program
{
private static void Main(string[] args)
{
//This class will no longer be needed as it is redundant
PlayerCurrencies playerCurrencies = new PlayerCurrencies();
var costSoftCurrency = CurrencyFactory.Create("softCurrency");
var costHardCurrency = CurrencyFactory.Create("hardCurrency");
//I wasn't sure of your goals here so I kept it as is,
//but as I said above, playerCurrencies won't be needed.
playerCurrencies.GetCurrencyFromType(costSoftCurrency)
.Substract(costSoftCurrency); // there i get a SoftCurrency from Player Currencies
playerCurrencies.GetCurrencyFromType(costHardCurrency)
.Substract(costHardCurrency); // there i get a HardCurrency from Player Currencies
}
}
您可以在此处找到更详尽的示例和对模式的精彩解释:https://dev.to/gary_woodfine/how-to-use-factory-method-design-pattern-in-c-3ia3
你可以用 pattern matching:
public class PlayerCurrencies
{
public SoftCurrency Soft = new SoftCurrency();
public HardCurrency Hard = new SoftCurrency();
public EventCurrency Event = new EventCurrency();
public Currency GetCurrencyFromType(Currency currency)
{
switch (currency)
{
case EventCurrency: return Event;
case HardCurrency: return Hard;
case SoftCurrency: return Soft;
}
return null;
}
}
我将字段的名称更改为 Hard
、Soft
和 Event
,以便更容易将它们与具有相同名称的类型区分开来。
在这个特定的示例中,传递 currency
参数并仅将其用于其类型似乎很奇怪。可能有另一种方法可以解决您的特定问题。但是至于不用多条if
语句怎么办,那就是怎么办。
您最常看到的是使用声明的变量进行演示,如下所示:
switch (currency)
{
case EventCurrency ec : return Event;
case HardCurrency hc: return Hard;
case SoftCurrency sc: return Soft;
}
return null;
例如,如果 currency
的类型是 EventCurrency
那么在 case
的范围内,ec
将是 currency
参数转换作为 EventCurrency
。但由于在此示例中您没有使用该值,因此不需要变量。
我有下一个场景: 有一个 class 负责管理应用程序的所有货币。所有货币都扩展了 Currency,所以它可以表现得像它。货币是抽象的,因此无法实例化。 在应用程序的某些部分,我将软货币、硬货币或事件货币作为成本货币,例如,玩家按下某些菜单上的某个购买按钮。此操作触发购买,购买有货币作为参考,在本例中可以是 costSoftCurrency。 这个想法是,如果 PlayerCurrencies 收到货币,玩家货币会评估他的货币和 return 相同类型的相关货币,然后您可以安全地减去成本。
我的问题是...如果没有这个可怕的 ifs,我如何才能获得相同的逻辑?我读到 double dispatch 但我不知道它是否可以在这里应用。
有谁知道这是否可以实现?
public class PlayerCurrencies
{
public SoftCurrency softCurrency = new SoftCurrency();
public HardCurrency hardCurrency = new HardCurrency();
public EventCurrency eventCurrency = new EventCurrency();
public Currency GetCurrencyFromType(Currency currency)
{
if (currency is SoftCurrency)
{
return this.softCurrency;
}
if (currency is HardCurrency)
{
return this.hardCurrency;
}
if (currency is EventCurrency)
{
return this.eventCurrency;
}
return null;
}
}
public abstract class Currency
{
public float Value
{
get;
set;
}
public void Add(Currency currency)
{
this.Value += currency.Value;
}
public void Substract(Currency currency)
{
this.Value -= currency.Value;
}
}
public class EventCurrency : Currency
{
}
public class HardCurrency : Currency
{
}
public class SoftCurrency : Currency
{
}
internal class Program
{
private static void Main(string[] args)
{
PlayerCurrencies playerCurrencies = new PlayerCurrencies();
Currency costSoftCurrency = new SoftCurrency();
Currency costHardCurrency = new HardCurrency();
playerCurrencies.GetCurrencyFromType(costSoftCurrency).Substract(costSoftCurrency); // there i get a SoftCurrency from Player Currencies
playerCurrencies.GetCurrencyFromType(costHardCurrency).Substract(costHardCurrency); // there i get a HardCurrency from Player Currencies
}
}
我会为此使用工厂方法设计模式,因为它专门用于您使用 sub类 来确定应该创建什么 类 的时候。这基本上就是你在这里所做的。我最初的回答提到了反射,因为我在 link 访问的网站上看到了映射配置并认为这很酷,但在昨晚考虑之后它也有很多开销。使用字典绕过 if 块或 switch 语句会更简单、更快捷。
这就是我 add/change 对您的代码的看法:
//The Factory class that creates the different types of currency based
//on a name parameter
static class CurrencyFactory
{
private static readonly Dictionary<string, Currency> _currencyDictionary =
new Dictionary<string, Currency>
{
{ "HardCurrency", new HardCurrency() },
{ "SoftCurrency", new SoftCurrency() },
{ "EventCurrency", new EventCurrency() }
};
public static Currency Create(string currencyTypeName)
{
return _currencyDictionary[currencyTypeName];
}
}
internal class Program
{
private static void Main(string[] args)
{
//This class will no longer be needed as it is redundant
PlayerCurrencies playerCurrencies = new PlayerCurrencies();
var costSoftCurrency = CurrencyFactory.Create("softCurrency");
var costHardCurrency = CurrencyFactory.Create("hardCurrency");
//I wasn't sure of your goals here so I kept it as is,
//but as I said above, playerCurrencies won't be needed.
playerCurrencies.GetCurrencyFromType(costSoftCurrency)
.Substract(costSoftCurrency); // there i get a SoftCurrency from Player Currencies
playerCurrencies.GetCurrencyFromType(costHardCurrency)
.Substract(costHardCurrency); // there i get a HardCurrency from Player Currencies
}
}
您可以在此处找到更详尽的示例和对模式的精彩解释:https://dev.to/gary_woodfine/how-to-use-factory-method-design-pattern-in-c-3ia3
你可以用 pattern matching:
public class PlayerCurrencies
{
public SoftCurrency Soft = new SoftCurrency();
public HardCurrency Hard = new SoftCurrency();
public EventCurrency Event = new EventCurrency();
public Currency GetCurrencyFromType(Currency currency)
{
switch (currency)
{
case EventCurrency: return Event;
case HardCurrency: return Hard;
case SoftCurrency: return Soft;
}
return null;
}
}
我将字段的名称更改为 Hard
、Soft
和 Event
,以便更容易将它们与具有相同名称的类型区分开来。
在这个特定的示例中,传递 currency
参数并仅将其用于其类型似乎很奇怪。可能有另一种方法可以解决您的特定问题。但是至于不用多条if
语句怎么办,那就是怎么办。
您最常看到的是使用声明的变量进行演示,如下所示:
switch (currency)
{
case EventCurrency ec : return Event;
case HardCurrency hc: return Hard;
case SoftCurrency sc: return Soft;
}
return null;
例如,如果 currency
的类型是 EventCurrency
那么在 case
的范围内,ec
将是 currency
参数转换作为 EventCurrency
。但由于在此示例中您没有使用该值,因此不需要变量。