C# 调用此()构造函数和不同的base()构造函数
我有一些类都扩展了父类。像这样:C# 调用此()构造函数和不同的base()构造函数,c#,class,oop,constructor,base-class,C#,Class,Oop,Constructor,Base Class,我有一些类都扩展了父类。像这样: public abstract class EasyUIELementFoundation { protected GameObject UIElement; private RectTransform RectOptions; private Vector2 _position; private Vector2 _dimensions; protected Vector2 Position {
public abstract class EasyUIELementFoundation
{
protected GameObject UIElement;
private RectTransform RectOptions;
private Vector2 _position;
private Vector2 _dimensions;
protected Vector2 Position
{
get
{
return _position;
}
set
{
RectOptions.pivot = value;
_position = value;
}
}
protected Vector2 Dimensions
{
get
{
return _dimensions;
}
set
{
RectOptions.sizeDelta = value;
_dimensions = value;
}
}
protected EasyUIELementFoundation()
{
UIElement = new GameObject();
RectOptions = UIElement.AddComponent(typeof(RectTransform)) as RectTransform;
}
protected EasyUIELementFoundation(Vector2 position) : this()
{
_position = position;
}
protected EasyUIELementFoundation(Vector2 position, Vector2 dimensions) : this()
{
_dimensions = dimensions;
_position = position;
}
}
public class EasyRawImage : EasyUIELementFoundation
{
private RawImage UIImageComponent;
private Texture2D _image;
public Texture2D Image
{
get
{
return _image;
}
set
{
UIImageComponent.texture = value;
_image = value;
}
}
public EasyRawImage() : base()
{
UIImageComponent = UIElement.AddComponent(typeof(RawImage)) as RawImage;
}
public EasyRawImage(UnityEngine.Object image, Vector2 position) : this() : base(position)
// here is the error it is not possible to call the base.
{
//some code...
}
}
所以我的问题是我有3个不同的基类构造函数,从派生类我想调用不同的基类构造函数,但我不能。如果不可能的话,这是可能的吗?我该怎么做这样的事情呢
如果有任何不清楚的地方,请告诉我,以便我可以澄清。我是一个完全的OOP新手,如果这是一个有点奇怪的问题,我很抱歉 调用
this()
将隐式或显式调用基构造函数。因此,base
的另一个调用将是第二次构造相同的对象,这是不允许的
您可以通过创建私有助手方法共享构造函数的代码,如下所示:
public class EasyRawImage : EasyUIELementFoundation
{
private RawImage UIImageComponent;
private Texture2D _image;
public Texture2D Image
{
get
{
return _image;
}
set
{
UIImageComponent.texture = value;
_image = value;
}
}
public EasyRawImage() : base()
{
InitUiImageComponent();
}
public EasyRawImage(UnityEngine.Object image, Vector2 position) : base(position)
{
InitUiImageComponent();
//some code...
}
private void InitUiImageComponent() {
UIImageComponent = UIElement.AddComponent(typeof(RawImage)) as RawImage;
}
}
public class EasyRawImage : EasyUIELementFoundation
{
private RawImage UIImageComponent;
private Texture2D _image;
public Texture2D Image
{
get
{
return _image;
}
set
{
UIImageComponent.texture = value;
_image = value;
}
}
public EasyRawImage() : this(default(UnityEngine.Object), default(Vector2))
{
}
public EasyRawImage(UnityEngine.Object image, Vector2 position) : base(position)
{
UIImageComponent = UIElement.AddComponent(typeof(RawImage)) as RawImage;
//some code...
}
}
在您的特定情况下,初始化代码可以直接放入初始值设定项中,因此助手方法变得不必要:
public class EasyRawImage : EasyUIELementFoundation
{
private RawImage UIImageComponent = UIElement.AddComponent(typeof(RawImage));
private Texture2D _image;
public Texture2D Image
{
get
{
return _image;
}
set
{
UIImageComponent.texture = value;
_image = value;
}
}
public EasyRawImage() : base()
{
}
public EasyRawImage(UnityEngine.Object image, Vector2 position) : base(position)
{
//some code...
}
}
不能同时调用this和基构造函数。通常,最好的方法如注释中所述,首先实现最复杂(参数最多)的构造函数并调用基类。然后让简单的构造函数使用默认值调用复杂的构造函数。 通过这种方法,您的类将最终看起来像这样:
public class EasyRawImage : EasyUIELementFoundation
{
private RawImage UIImageComponent;
private Texture2D _image;
public Texture2D Image
{
get
{
return _image;
}
set
{
UIImageComponent.texture = value;
_image = value;
}
}
public EasyRawImage() : base()
{
InitUiImageComponent();
}
public EasyRawImage(UnityEngine.Object image, Vector2 position) : base(position)
{
InitUiImageComponent();
//some code...
}
private void InitUiImageComponent() {
UIImageComponent = UIElement.AddComponent(typeof(RawImage)) as RawImage;
}
}
public class EasyRawImage : EasyUIELementFoundation
{
private RawImage UIImageComponent;
private Texture2D _image;
public Texture2D Image
{
get
{
return _image;
}
set
{
UIImageComponent.texture = value;
_image = value;
}
}
public EasyRawImage() : this(default(UnityEngine.Object), default(Vector2))
{
}
public EasyRawImage(UnityEngine.Object image, Vector2 position) : base(position)
{
UIImageComponent = UIElement.AddComponent(typeof(RawImage)) as RawImage;
//some code...
}
}
EasyRawImage(UnityEngine.Object image,Vector2位置):this():base(位置)
这不起作用。。实际上,大多数时候,当我构建一个构造函数时,我从最复杂的构造函数开始。然后继续使用简单的构造函数,但使用默认值显式调用复杂构造函数。示例:public EasyRawImage():base()
将需要调用this(null,null)
,然后public EasyRawImage(UnityEngine.Object image,Vector2 position):base(position)
在使用它们之前实际检查参数。但在某些情况下,这有点糟糕。