Cha*_*IIC 1 c# dictionary object
所以我正在寻找文本冒险的原型.我Dictionary在每个Room对象中创建了一个availableExits,然后Room为原型创建了一个对象数组.该Room(室001)的负载形式正确,但我不能访问可用出口的列表.经过一些调试后,我发现退出没有被分配给Room对象.谁知道我在做错了什么?
代码摘要:
public RoomManager()
{
    //available exits for each room
    Dictionary<string, int> room1Exits = new Dictionary<string, int>();
    room1Exits.Add("E", 002);
    room1Exits.Add("S", 003);
    Dictionary<string, int> room2Exits = new Dictionary<string, int>();
    room2Exits.Add("S", 004);
    room2Exits.Add("W", 001);
    Dictionary<string, int> room3Exits = new Dictionary<string, int>();
    room3Exits.Add("N", 001);
    room3Exits.Add("E", 004);
    Dictionary<string, int> room4Exits = new Dictionary<string, int>();
    room4Exits.Add("N", 002);
    room4Exits.Add("W", 003);
    listOfRooms = new Room[5];
    listOfRooms[0] = new Room(0, "How the hell did you get here!?!", room1Exits);
    listOfRooms[1] = new Room(001, room1Desc, room1Exits);
    listOfRooms[2] = new Room(002, room2Desc, room2Exits);
    listOfRooms[3] = new Room(003, room3Desc, room3Exits);
    listOfRooms[4] = new Room(004, room4Desc, room4Exits);
}  
...
public class Room
{
    //Init Variables
    int roomNumber;
    string roomDescription;
    //Dictionary - index N,E,S,W will use room# for available exits and 000 for no exit
    Dictionary<string, int> availableExits = new Dictionary<string, int>();
    //Constructor
    //Need a Roomnumber, Room Description, and avilable exits
    public Room(int roomIndex, string basicRoomDescript,
                Dictionary<string, int> availableExits)
    {
        roomNumber = roomIndex;
        roomDescription = basicRoomDescript;
    }
    //Properties
    //Returns which exits can be chosen
    public Dictionary<string, int> AvailableExits
    {
        get { return availableExits; }
        set { AvailableExits = availableExits; }
    }
}   
...
public partial class Form1 : Form
{
    RoomManager level;
    Player player;
    //string CurrentRoom;
    Room CurrentRoom;
    public Form1()
    {
        InitializeComponent();
    }
    private void Form1_Load(object sender, System.EventArgs e)
    {
        level = new RoomManager();
        player = new Player("Victor", 001);
        CurrentRoom = level.RoomList[player.PlayerLocation];
        lblRoom.Text = "Room#: " + player.PlayerLocation;
        txtDesc.Text = CurrentRoom.GetRoomDescription();
        //Check for available exits and enable/disable buttons as needed
        this.SetExits();
    }
    //Private Methods
    private void SetExits() //might need to feed player and current room objects
    {
        if (!CurrentRoom.AvailableExits.ContainsKey("N"))
        { btnNorth.Enabled = false; }
        if (!CurrentRoom.AvailableExits.ContainsKey("E"))
        { btnEast.Enabled = false; }
        if (!CurrentRoom.AvailableExits.ContainsKey("S"))
        { btnSouth.Enabled = false; }
        if (!CurrentRoom.AvailableExits.ContainsKey("W"))
        { btnWest.Enabled = false; }
    }
}
我在这里发布了这个项目.代码非常粗糙,我今天早上刚刚修好了,还没有做任何评论或清理.任何和所有的帮助/建议表示赞赏.
您需要availableExits在Room构造函数中进行设置
public Room(int roomIndex, string basicRoomDescript, Dictionary<string, int> availableExits)
{
    roomNumber = roomIndex;
    roomDescription = basicRoomDescript;
    this.availableExits = availableExits;
}