New*_*ger 33 c# foreach struct dictionary
我有这样的结构:
public struct MapTile
{
public int bgAnimation;
public int bgFrame;
}
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但当我用foreach循环它以改变动画帧我不能这样做...
这是代码:
foreach (KeyValuePair<string, MapTile> tile in tilesData)
{
if (tilesData[tile.Key].bgFrame >= tilesData[tile.Key].bgAnimation)
{
tilesData[tile.Key].bgFrame = 0;
}
else
{
tilesData[tile.Key].bgFrame++;
}
}
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它给了我编译恐怖:
Error 1 Cannot modify the return value of 'System.Collections.Generic.Dictionary<string,Warudo.MapTile>.this[string]' because it is not a variable
Error 2 Cannot modify the return value of 'System.Collections.Generic.Dictionary<string,Warudo.MapTile>.this[string]' because it is not a variable
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为什么我不能在字典内的结构中更改值?
Jon*_*eet 44
索引器将返回值的副本.对该副本进行更改将不会对字典中的值执行任何操作...编译器阻止您编写错误代码.如果你想修改字典中的值,你需要使用类似的东西:
// Note: copying the contents to start with as you can't modify a collection
// while iterating over it
foreach (KeyValuePair<string, MapTile> pair in tilesData.ToList())
{
MapTile tile = pair.Value;
tile.bgFrame = tile.bgFrame >= tile.bgAnimation ? 0 : tile.bgFrame + 1;
tilesData[pair.Key] = tile;
}
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请注意,这也是为了避免在原始代码执行的情况下进行多次查找.
我个人强烈建议不要开始使用可变结构,请注意......
当然,另一种方法是使其成为引用类型,此时您可以使用:
// If MapTile is a reference type...
// No need to copy anything this time; we're not changing the value in the
// dictionary, which is just a reference. Also, we don't care about the
// key this time.
foreach (MapTile tile in tilesData.Values)
{
tile.bgFrame = tile.bgFrame >= tile.bgAnimation ? 0 : tile.bgFrame + 1;
}
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tilesData[tile.Key]
不是存储位置(即,它不是变量).它是MapTile
与tile.Key
字典中的键关联的实例的副本tilesData
.这就是发生的事情struct
.他们的实例的副本被传递并返回到处(并且是可变结构被认为是邪恶的很大一部分).
你需要做的是:
MapTile tile = tilesData[tile.Key];
if (tile.bgFrame >= tile.bgAnimation)
{
tile.bgFrame = 0;
}
else
{
tile.bgFrame++;
}
tilesData[tile.Key] = tile;
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