摆脱不必要的循环

Chr*_*ntz 1 c# xna

在我的游戏中,我将进行很多交互,我需要查看玩家是否有项目,如果他有,其他事情是真的,那么就做一个动作.在以下代码中描述.

private void SetTinderInPit()
{
    MouseState currentMouseState = Mouse.GetState();

    if (player.NextToFirePit == true)
    {
        foreach (Item item in player.PlayerInventory.Items)
        {
            if (item.ItemName == "tinder")
            {
                foreach (Item pit in allItemsOnGround)
                {
                    if (pit.ItemName == "firepit" && 
                        pit.ItemRectangle.Contains(MouseWorldPosition) &&
                        currentMouseState.LeftButton == ButtonState.Pressed &&
                        oldMouseState.LeftButton == ButtonState.Released)
                    {
                        item.ItemName = "empty";
                        pit.ItemName = "firepitwithtinder";
                        pit.Texture = Content.Load<Texture2D>("firepitwithtinder");
                    }
                }
            }
        }
        oldMouseState = currentMouseState;
    }
}
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正如你所看到的,这看起来很丑陋,我认为有更好的方法可以做到这一点,但我不确定如何做到这一点.由于会有很多这些类型的方法,我想知道最好的方法是什么?

Bra*_*NET 6

看起来你可以通过使用一些LINQ完全摆脱(实际上隐藏)循环:

private void SetTinderInPit()
{
    MouseState currentMouseState = Mouse.GetState();

    if (player.NextToFirePit)
    {
        Item tinder = player.PlayerInventory.Items.FirstOrDefault(i => i.ItemName == "tinder");
        if (tinder != null)
        {
            Item firepit = allItemsOnGround.FirstOrDefault(i => i.ItemName == "firepit" && i.ItemRectangle.Contains(MouseWorldPosition));
            if (firepit != null && 
                currentMouseState.LeftButton == ButtonState.Pressed &&
                oldMouseState.LeftButton == ButtonState.Released)
            {
                tinder.ItemName = "empty";
                firepit.ItemName = "firepitwithtinder";
                firepit.Texture = Content.Load<Texture2D>("firepitwithtinder");
            }
       }
       oldMouseState = currentMouseState;
    }
}
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这具有在找到物品时使环路短路的附加优点.它还可以轻松检查名称以外的内容(如"IsFlammable"或"CanContainFire"属性),因此您可以使用多个项目而不仅仅是"tinder"和"firepit".

如果您确实想要移除所有火坑和火种,请使用:

private void SetTinderInPit()
{
    MouseState currentMouseState = Mouse.GetState();

    if (player.NextToFirePit)
    {
        foreach (Item tinder in player.PlayerInventory.Items.Where(i => i.ItemName == "tinder")
        {
            foreach (Item firepit in allItemsOnGround.Where(i => i.ItemName == "firepit"))
            {
               if (firepit.ItemRectangle.Contains(MouseWorldPosition) &&
                currentMouseState.LeftButton == ButtonState.Pressed &&
                oldMouseState.LeftButton == ButtonState.Released)
                {
                   tinder.ItemName = "empty";
                   firepit.ItemName = "firepitwithtinder";
                   firepit.Texture = Content.Load<Texture2D>("firepitwithtinder");
                }
             }
       }
       oldMouseState = currentMouseState;
    }
}
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快速警告; 此代码将删除所有第一个火种的火坑,让其他火器毫发无损.我可以解开循环以删除所有内容,但此函数与提供的函数匹配; 此外,我假设这不是预期的行为.

请注意,您不需要ToList在任何地方,因为您在枚举期间未修改集合.您可以随时修改项目集合,具有以下试验证明:

class IntWrapper
{
    public int value;

    public IntWrapper(int value)
    {
        this.value = value;
    }
}

class Program
{
    static void Main(string[] args)
    {
        List<IntWrapper> test = new List<IntWrapper>() { new IntWrapper(1), new IntWrapper(2), new IntWrapper(3), new IntWrapper(4), new IntWrapper(5) };

        foreach (IntWrapper i in test.Where(i => i.value == 1))
        {
            i.value = 0;
        }

        foreach (IntWrapper i in test)
        {
            Console.WriteLine(i.value);
        }

        Console.ReadLine();
    }
}
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  • @juharr只有OP可以说.我希望在发生火灾时只能清除(1)我的光泽,特别是如果我花了很多时间收集(100)!他的代码将删除所有.将`FirstOrDefault`更改为`Where`(使用相同的foreach而不是if语句)并且你会得到它,我会将其添加进去. (2认同)