Unity,C#,字典,计算比赛中各队的得分
好吧,这对我来说很难理解,因为我会尽可能清楚地解释我的问题是什么 首先,我正在为我制作的fps游戏创建一个计分系统。 现在分数系统使用了一个双字典结构,即在字典中有一个字典Unity,C#,字典,计算比赛中各队的得分,c#,dictionary,unity3d,C#,Dictionary,Unity3d,好吧,这对我来说很难理解,因为我会尽可能清楚地解释我的问题是什么 首先,我正在为我制作的fps游戏创建一个计分系统。 现在分数系统使用了一个双字典结构,即在字典中有一个字典 playerScores = new Dictionary<string, Dictionary<string, int> > (); 现在它正在存储玩家的死亡和死亡信息,然后按照死亡的降序将它们显示在一个领导板上,并将它们分组到他们所在的团队中,这一切都很好 我遇到的问题是试图找出一种方法来计算每
playerScores = new Dictionary<string, Dictionary<string, int> > ();
现在它正在存储玩家的死亡和死亡信息,然后按照死亡的降序将它们显示在一个领导板上,并将它们分组到他们所在的团队中,这一切都很好
我遇到的问题是试图找出一种方法来计算每个团队的当前得分。还要计算出哪个队得分最高。我就是想不起来
这是一个处理这些数据的类(不是排行榜代码,而是评分等)
使用UnityEngine;
使用系统集合;
使用System.Collections.Generic;
使用System.Linq;
公共类MyMatchData:MonoBehavior
{
字典播放器核心;
int changeconter=0;
公共游戏对象记分板;
帆布记分板;
公共浮动myTeamID=0f;
字符串playerNameKey=“blank”;
浮点数=0f;
浮动myKills=0f;
//用于初始化
无效开始()
{
scoreBoardCan=scoreBoard.transform.parent.GetComponent();
死亡人数=0f;
myKills=0f;
}
void Init()
//init只是为了让舒尔知道PlayerCores设置为b4,有人试图使用它
//(当有人首先调用PlayerCores时,他们将调用Init()
{
如果(playerScores!=null){
返回;
}//如果玩家的分数已经设置好,那么返回,这样我们就不会删除分数
playerScores=newdictionary();//必须告诉它有一个新的字典,否则您将得到null错误
//PlayerCores[playerNameKey]=新词典();//agane必须告诉它有一个新的词典,因为这是子词典
//必须为每个玩家创建一个新的子词典。如果尚未创建一个sjub词典,则setScore()将为玩家创建一个新的sjub词典。
}
无效更新()
{
if(Input.GetKeyDown(KeyCode.Tab)){
changeCounter++;
//scoreBoard.SetActive(!scoreBoard.activeSelf);
bool scoreBoardCanIsActive=scoreBoardCan.enabled;
scoreBoardCan.enabled=!scoreBoardCanIsActive;
}
if(Input.GetKeyDown(KeyCode.P)){
变更分数(“天空”,“杀死”,1);
}
}
[RPC]
public void playerDied(布尔wasBot、布尔被某人杀死、字符串被杀死、字符串playerName、int playerTeam)
{
if(PhotonNetwork.isMasterClient){
if(wasBot){
Health-hlscBot=GameObject.Find(playerName.GetComponent();
hlscBot.GetComponent().RPC(“DeSpawn”,PhotonTargets.AllBuffered,“bot”,playerName,playerName,playerTeam);
}否则{
//玩家在这里重生
Log(“主机MyMatchData”+playerName);
Health hlsc=GameObject.Find(playerName.GetComponent();
hlsc.GetComponent().RPC(“DeSpawn”,PhotonTargets.AllBuffered,“player”,playerName,“null”,-1);
}
//你在这里倒东西吗
if(wasKilledBySomeone==true){
ChangeScore(玩家名称,“死亡”,1);//增加玩家死亡
更改分数(killedBy,“kills”,1);//增加killers分数
}否则{
ChangeScore(玩家名称,“死亡”,1);//增加玩家死亡
}
}
}
[RPC]
public void firstSpawn(字符串用户名,int-teamID)
{
如果(!PhotonNetwork.isMasterClient){
返回;
}
SetScore(用户名,“kills”,0);
SetScore(用户名,“死亡”,0);
SetScore(用户名,“协助”,0);
SetScore(用户名,“团队ID”,团队ID);
}
public int GetScore(字符串用户名,字符串scoreType)
{
Init();
如果(playerScores.ContainsKey(username)==false){//如果收到的玩家名称尚未重新确认,则必须先设置
返回0;//将玩家分数返回为0
}
if(playerScores[username].ContainsKey(scoreType)==false){//在这个阶段,我们知道球员的名字已经记录在词汇表中,但是我们需要检查是否已经记录了分数。如果没有,则返回0
返回0;//将玩家分数返回为0
}
return playerScores[用户名][分数类型];
}
public void SetScore(字符串用户名、字符串scoreType、int值)
{
Init();
changeCounter++;
if(playerScores.ContainsKey(username)==false){//如果播放机尚未记录在词典中。
playerScores[username]=newdictionary();//为该播放器创建一个新的词典库(子词典库)。
}
playerScores[username][scoreType]=value;//玩家的分数现在是value的值
}
公共无效更改分数(字符串用户名、字符串分数类型、整数金额)
playerScores[username][scoretype][scorevalue]
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class MyMatchData : MonoBehaviour
{
Dictionary<string, Dictionary<string, int> > playerScores;
int changeCounter = 0;
public GameObject scoreBoard;
Canvas scoreBoardCan;
public float myTeamID = 0f;
string playerNameKey = "blank";
float myDeaths = 0f;
float myKills = 0f;
// Use this for initialization
void Start ()
{
scoreBoardCan = scoreBoard.transform.parent.GetComponent<Canvas> ();
myDeaths = 0f;
myKills = 0f;
}
void Init ()
//init is just to make shure that we know playerscores is set b4 some one trys to use it
//(when ever some one calls the playerscores first they will call Init())
{
if (playerScores != null) {
return;
}//If the player scores has been set then return out so we dont erase the scores
playerScores = new Dictionary<string, Dictionary<string, int> > (); //must tell it that theres a new dictionery else u will get null error
//playerScores [playerNameKey] = new Dictionary<string, int> (); // agane must tell it theres a new dictionery because this is the sub dictionery
//a new sub dictionerey must be created for evey player. setScore() will create a new sjub dictionerey for a player if one dose not yet exsist.
}
void Update ()
{
if (Input.GetKeyDown (KeyCode.Tab)) {
changeCounter ++;
//scoreBoard.SetActive ( !scoreBoard.activeSelf);
bool scoreBoardCanIsActive = scoreBoardCan.enabled;
scoreBoardCan.enabled = !scoreBoardCanIsActive;
}
if (Input.GetKeyDown (KeyCode.P)) {
ChangeScore ("sky", "kills", 1);
}
}
[RPC]
public void playerDied (bool wasBot, bool wasKilledBySomeone, string killedBy, string playerName, int playerTeam)
{
if (PhotonNetwork.isMasterClient) {
if (wasBot) {
Health hlscBot = GameObject.Find (playerName).GetComponent<Health> ();
hlscBot.GetComponent<PhotonView> ().RPC ("DeSpawn", PhotonTargets.AllBuffered, "bot", playerName, playerName, playerTeam);
} else {
//player respawn stuff here
Debug.Log ("Host MyMatchData " + playerName);
Health hlsc = GameObject.Find (playerName).GetComponent<Health> ();
hlsc.GetComponent<PhotonView> ().RPC ("DeSpawn", PhotonTargets.AllBuffered, "player", playerName, "null", -1);
}
//do Score dumping stuff here
if (wasKilledBySomeone == true) {
ChangeScore (playerName, "deaths", 1);//increase the players deaths
ChangeScore (killedBy, "kills", 1);//increase the killers score
} else {
ChangeScore (playerName, "deaths", 1);//increase the players deaths
}
}
}
[RPC]
public void firstSpawn (string userName, int teamID)
{
if (!PhotonNetwork.isMasterClient) {
return;
}
SetScore (userName, "kills", 0);
SetScore (userName, "deaths", 0);
SetScore (userName, "assists", 0);
SetScore (userName, "teamID", teamID);
}
public int GetScore (string username, string scoreType)
{
Init ();
if (playerScores.ContainsKey (username) == false) { //this just meens if the player name receaved has not reconised then it must not of been set yet
return 0;// return the player score as 0
}
if (playerScores [username].ContainsKey (scoreType) == false) {// at this stage we know the player name is recorded in the dictionery but we need to check if there score has been recorded yet. if not then return 0
return 0;// return the player score as 0
}
return playerScores [username] [scoreType];
}
public void SetScore (string username, string scoreType, int value)
{
Init ();
changeCounter ++;
if (playerScores.ContainsKey (username) == false) {//if the player has not been recorded in the dictionery yet.
playerScores [username] = new Dictionary<string, int> ();// Creates a new dictinerey(sub dictionery) for that player.
}
playerScores [username] [scoreType] = value; // the players score is now the value of value
}
public void ChangeScore (string username, string scoreType, int amount)
{
Init ();
int currScore = GetScore (username, scoreType);
SetScore (username, scoreType, currScore + amount);
}
public string[] GetPlayerNames ()
{
Init ();
return playerScores.Keys.ToArray ();
}
public string[] GetPlayerNames (string sortingScoreType)
{
Init ();
string[] names = playerScores.Keys.ToArray (); //have to convert to array because keys dont retun a array but a list of string of keys or somthing
return names.OrderByDescending (n => GetScore (n, sortingScoreType)).ToArray (); //this needs to beconverted toArray because of the same issue above
// ok so the names in this array (names) gets sorted by running the getscore function to find out who has what score. its complacated but works
//for that to work you need using System.Linq
}
public int GetChangeCounter ()
{
return changeCounter;
}
}
float myDeaths = 0f;
float myKills = 0f;
internal class Game
{
public List<Team> Teams { get; set; }
public void firstSpawn(string userName, int teamID)
{
if (!PhotonNetwork.isMasterClient)
{
return;
}
Team team;
if (Teams.Any(t => t.TeamID == teamID))
{
team = Teams.FirstOrDefault(t => t.TeamID == teamID);
}
else
{
team = new Team(teamID);
Teams.Add(team);
}
team.Users.Add(new User(userName));
}
public void playerDied(bool wasBot, bool wasKilledBySomeone, User killer, User dead, Team playerTeam)
{
if (PhotonNetwork.isMasterClient)
{
if (wasBot)
{
Health hlscBot = GameObject.Find(dead.Name).GetComponent<Health>();
hlscBot.GetComponent<PhotonView>().RPC("DeSpawn", PhotonTargets.AllBuffered, "bot", dead.Name, dead.Name, playerTeam);
}
else
{
//player respawn stuff here
Debug.Log("Host MyMatchData " + dead.Name);
Health hlsc = GameObject.Find(playerName).GetComponent<Health>();
hlsc.GetComponent<PhotonView>().RPC("DeSpawn", PhotonTargets.AllBuffered, "player", dead.Name, "null", -1);
}
//do Score dumping stuff here
dead.Death(); // The dead is dead, no matter if suicide or not
if (wasKilledBySomeone)
{
killer.Kill();//increase the killers score
}
}
}
public bool getTheHigherTeamBy(Types type)
{
return Teams.Any(team => team.getTeamScore(type) == Teams.Max(t => t.getTeamScore(type)));
}
}
internal class Team
{
public int TeamID { get; set; }
public List<User> Users { get; set; }
public Team(int id = 0)
{
TeamID = id;
}
public int getTeamScore(Types type)
{
return Users.Sum(u => u.Score.getScoreFromType(type));
}
public string[] getPlayerNames()
{
return Users.Select(u => u.Name).ToArray();
}
public string[] GetPlayerNames(Types sortingScoreType)
{
return Users.OrderByDescending(u => u.Score.getScoreFromType(sortingScoreType)).Select(u => u.Name).ToArray();
}
}
public enum Types
{
Kill,
Death,
Assist // Not sure about that one
}
internal class Score
{
private readonly Dictionary<Types, int> points = new Dictionary<Types, int>();
public Score()
{
// Fill the dictionnary with all the available types
foreach (Types type in Enum.GetValues(typeof(Types)))
{
points.Add(type, 0);
}
}
public int getScoreFromType(Types type)
{
return points[type];
}
public void incrementScoreForType(Types type, int amount = 1)
{
points[type] += amount;
}
}
internal class User
{
public string Name { get; set; }
public Score Score { get; set; }
public User(string name = "Default")
{
Name = name;
Score = new Score();
}
public int getScoreFromType(Types type)
{
return Score.getScoreFromType(type);
}
public void changeScore(Types type, int amount)
{
Score.incrementScoreForType(type, amount);
}
public void Death()
{
Score.incrementScoreForType(Types.Death);
}
public void Kill()
{
Score.incrementScoreForType(Types.Kill);
}
public void Assist()
{
Score.incrementScoreForType(Types.Assist);
}
}