FIC*_*EKK 2 c# unity-game-engine
我正在努力为我的RPG游戏存储和访问数据.
现在我需要存储一些经常被访问的常量并且应该是全局的.我所做的是创建一个包含所有常量的静态类.
public static class IndexOf
{
public class Element
{
// Element ids in sprite array.
public const int Water = 0;
public const int Lava = 1;
public const int Ice = 2;
}
public class Nature
{
// Nature (placed on tile)
public const int Rock = 0;
public const int Bush = 1;
}
public class Biome
{
//Biomes ids.
public const int Mountain = 0;
public const int River = 1;
}
}
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但是,有更好的方法可以做到这一点还是一个很好的解决方案?
我认为更好(代码将更易读和可维护)选择是切换到enum:
public enum Element {
Water = 0,
Lava = 1,
Ice = 2,
};
public enum Nature {
Rock = 0,
Bush = 1,
};
public enum Biome {
Moutain = 0,
River = 1,
};
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等enum有
enum专为保持常量而设计)int biome = Nature.Rock;因为Biome biome = Nature.Rock;不编译.Sand来Nature)| 归档时间: |
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