我正在C#中进行一个简单的RPG类型的游戏,它主要是一个原型,只是测试想法(我知道代码可以改进并且在地方很粗糙,它的工作)。c#RPG从列表中移除
我目前遇到了与战斗系统的障碍。
当前,您控制1个字符。你可以面对3个敌人。这是一个基于回合的ATB系统,这部分工作正常。一旦玩家转向,他们可以选择攻击并使用它。
我想添加一个新功能来对时间造成影响。但是,这打破了战斗。
我做了一个类来表示一个DOT效果:
public class DoT
{
public int Duration { get; set; }
public int Elapsed { get; set; }
public int Damage { get; set; }
public Enemy Target { get; set; }
public String DName { get; set; }
public DoT()
{
Duration = 3;
Elapsed = 0;
DName = "";
}
public void Tick()
{
Elapsed++;
}
}
这被添加到能力在创建时,而这部分的工作,我可以添加一个DOT效果的能力。
在战斗系统中,当选择攻击时,我创建了一个名为DOTS的DOT效果列表。当用户选择的攻击,如果攻击具有附着到其上的DOT效果,将被添加到的DOT效果列表:
try
{
string s = ((Control)sender).Text;//Stores name of label that triggered the event
int i = s.Length;//can't remember why I added this
if (playerTarget != null)//check that we have a target
{
if (currentTurn.owner == c && canAttack)//if the current turn is ours and we can attack
{
if (c.GetAbility(s).AbilityCost <= c.currentMP)//if we have enough MP for the attack
{
if(c.GetAbility(s).DamageOverTime!=null)//checks if the attack has a DOT effect
{
c.GetAbility(s).DamageOverTime.Target = playerTarget;//the DOT now targets the target
AddDOT(c.GetAbility(s).DamageOverTime);//Adds the DOT effect to DOTS
//Trace statements I was using for debugging
UpdateTest("Added "+ c.GetAbility(s).AbilityName + " to DOT");
UpdateTest("Time left- " + (c.GetAbility(s).DamageOverTime.Duration-c.GetAbility(s).DamageOverTime.Elapsed).ToString());
}
currentTurn.ability = c.GetAbility(s);//Sets the current ability to be used
UseTurn();//Executes a turn
}
else
{
MessageBox.Show("Not enough MP!");
}
}
}
else
{
MessageBox.Show("You must select a target!");
}
}
catch (Exception ex)
{
MessageBox.Show("Error" + ex.ToString());
}
,增加了一个DOT效果的方法是这样的:
public void AddDOT(DoT d)
{
int exists = 0;
if (DOTS.Count > 0)
{
foreach (DoT dot in DOTS)
{
if (dot.Equals(d))
{
dot.Elapsed = 0;
exists++;
}
}
if(exists==0)
{
DOTS.Add(d);
}
}
else
{
DOTS.Add(d);
}
这是为了停止应用相同DOT的倍数,如果它已经在那里,我们只是重置当前DOT流逝的时间。
我也必须在每一轮申请DOT效果的方法:
public void UpdateDots()
{
try
{
if (DOTS.Count > 0)//Check that we have a DOT
{
foreach (DoT d in DOTS)//Loop through each DOT
{
DotDamage(d);//Apply the DOT damage to the DOT's target
d.Tick();//call the tick method of DOT to add 1 to elapsed
//Trace statement to help debug
UpdateTest("Duration on " + d.DName + " is " + (d.Duration - d.Elapsed).ToString());
if (d.Elapsed == d.Duration)//Check if we have ticks left
{
DOTS.Remove(d);//If not, remove the DOT effect
}
}
}
else
{
UpdateTest("No DOTS active");//Trace statement
}
}
catch(Exception ex)
{
MessageBox.Show(ex.ToString());
}
的UpdateDots方法在这里被称为在代码中使用转:
public void UseTurn()
{
UpdateDots();//Execute any DOT effects
pause.Tick += new EventHandler(PauseTick);//just a timer to delay each turn, I need to move this
UpdateTest("Owner is..."+currentTurn.owner.characterName);//Trace statement
if (currentTurn.owner == c)//Checks if the current turn is by the player (c=player)
{
if (currentTurn.ability.DamageOverTime == null)//if we aren't applying a DOT
{
if (currentTurn.ability.MultiTarget == false)//If it is single target
{
Attack(c, playerTarget, currentTurn.ability);//Single target attack
}
else
{
MultiAttack(playerTargets, currentTurn.ability);//Multi target attack
}
}
lblPlayerTimer.Width = 0;//Resets the label showing the players ATB bar
currentTurn.owner = null;//Free the current owner to be claimed by other characters
canAttack = false;//Can no longer attack
playerTimer.Start();//Start the players timer again
UpdateAbilities();//Simply used to update the display of abilities
}
else if(currentTurn.owner is Enemy)//If an enemy is attacking
{
Enemy en = (Enemy)currentTurn.owner;//Get the details of the enemy attacking
string n = en.characterName;//this was from previous code
Label l = new Label();
l = Controls.Find(en.timer.lblName ,true).FirstOrDefault() as Label;//Get the label being used as the enemy timer
PickEnemyAttack(en);//Select an attack for the enemy
Attack(en, c, currentTurn.ability);//Execute attack for enemy
l.Width = 0;//Reset the enemy ATB bar
currentTurn.owner = null;//Free up the current turn
//This part is just used to cause a short delay before the next turn
pause.Start();
enemyCanAttack = false;
en.timer.Start();
}
ShowTurn();//Updates display of the current turn
turnCount += 1;
CheckWinner();//Checks if the player has won, or lost
}
问题时,我申请了一个DOT,它被应用并且伤害了敌人。它继续打勾,直到DOT到期,此时所有定时器都停止。如果没有DOT效果,那么战斗正常。
这似乎是从DOTS中删除DOT时造成的。它抛出一个无效操作异常,指出该集合已被修改。是因为我删除了一个项目,但是因为我在ForEach循环中,使用枚举来删除这些混乱?
正如你所看到的,我不是一个列表专家,我看不到这个问题,我希望有一个更专业的眼睛可以帮助我解决这个问题。
谢谢。
[InvalidOperationException移除arrayList中的元素后可能的重复](https://stackoverflow.com/questions/12987799/invalidoperationexception-after-re- moving-an-element-in-an-arraylist) – mjwills