前言:
笔者是跟着哔站课程(Trigger)学习unity才去学习的C#,并且C语言功底尚存,所以只是简单地跟着课程将unity所用的C#语言的关键部分进行了了解,然后在后期unity学习过程中加以深度学习。如需完善的C#知识,推荐CSDN博主:呆呆敲代码的小Y - 链接: link
具体学习部分如下,建议将后面的源代码复制到vs打开后按顺序查看,其中EP标注的是笔者的课程集数
需要用到哪个部分取消该部分定义及Main语句里的注释即可,部分内容有所串通,不使用时重新注释,防止调试时出现问题
所有内容只需要简单搜索就可以找到解释
其中比较重要的部分是public,static等的理解,以及父子集的运用,推荐还是跟着课程学习为好
#region 和 #endregion 是用来分区的,便于找到所需部分,不用该部分时,可以点击 #region 左边的箭头进行缩略
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Serialization;//快捷键
//Tab 一键补齐
//cw+Tab Console.WriteLine的快速输入
namespace c__Project_3_28
{internal class Program{#region EP6 函数static void RecoverPlayerHP(){Console.WriteLine("玩家血量回复了");}static int Add(){int a = 1 + 1;return a;}#endregion#region EP7 结构体public struct Role{public string name;public int level;public int HP;}#endregion#region EP7 枚举public enum OCCUPATION{WARRIOR,//战士MASTER,//法师SHOOTER,//射手ASSASSIN,//刺客ASSIST//辅助}#endregion#region EP8 面向对象、类public class Bussinessman{private string name;public int money;public int goods;public Bussinessman(){}public Bussinessman(string bName, int bMoney, int bGoods){name = bName;money = bMoney;goods = bGoods;Console.WriteLine("当前商人的名字是:" + name);}public void SetName(string bName,int bMoney,int bGoods){name = bName;money = bMoney;goods = bGoods;Console.WriteLine("当前商人的名字是:" + name);}public void Buygoods(string otherName){Console.WriteLine("当前" + name + "买了" + otherName + "的东西");money--;Console.WriteLine("当前" + name + "还剩" + money+"枚金币");}public void Sellgoods(){Console.WriteLine();}}#endregion#region EP10 继承public class Monster{public string name;public int hp;public virtual void Attack(){//this.hp--;Console.WriteLine("普通攻击");}}public class Boss : Monster{public override void Attack(){base.Attack();Console.WriteLine("放技能");}}#endregion#region EP11 属性public class Trigger{private int money;//ctrl+r -> ctrl+e - 自动生成//public int Money { get => money; private set => money = value; }public int Money{get { return money; }//可访问但不可修改set { money = value; }//更改值,但加上 private 就仅在内部//value 引用客户端代码尝试分配给属性的值}private void SendMoney(){Money--;}}#endregion#region EP11 接口public class Drink //:IAddSuger{//public void AddSuger()//{//}}public class Milk : Drink, IAddSuger//一旦使用接口,必须调用{public int cost;//用在数组public void AddSuger(){}}public class Coffee : Drink, IAddSuger{public void AddSuger(){}}public class soup : Drink, IAddSuger, IAddSalt{public void AddSuger(){}public void AddSalt(){}}public interface IAddSuger//接口一般是public类型{void AddSuger();//接口内部默认public类型,不需要额外添加}public interface IAddSalt{void AddSalt();}#endregion#region EP12 数据类型#region EP12 数组static int[] nums;static string[] strs;#endregion#region EP12 列表static List<int> numlist;private static string name;#endregion#region EP12 栈#endregion#region EP12 队列#endregion#region EP12 字典#endregion#endregion#region EP13 静态与非静态public class Tool1{public int toolNum;public void StartGame()//非静态化{}}public class Tool2{public static int toolNum;public static void StartGame()//静态化{}}public class Person{}#endregion#region EP13 设计模式public class GameManager{public bool gameOver;//布尔值默认 falsepublic static GameManager instance{get;set;}//instance是变量名}public class GameMusic{public GameManager gameManager;public void PlayMusic(){//if(!gameManager.gameOver)//{// Console.WriteLine("正常播放游戏音乐");//}//else//{// Console.WriteLine("退出游戏");//}if(!GameManager.instance.gameOver){Console.WriteLine("正常播放游戏音乐");}}}public class GameController{public GameManager gameManager;public void PerformGameLogic(){//if(!gameManager.gameOver)//{// Console.WriteLine("正常执行游戏逻辑");//}//else//{// Console.WriteLine("退出游戏");//}if (!GameManager.instance.gameOver){Console.WriteLine("正常执行游戏逻辑");}}}#endregion#region Mainstatic void Main(string[] args){#region EP7 结构体//Role role1;//role1.name = "xiaoyan";//role1.level = 1;//role1.HP = 10;//Role role2;//role2.name = "wanglong";//role2.level = 2;//role2.HP = 20;#endregion#region EP7 枚举//OCCUPATION hero1 = OCCUPATION.WARRIOR;#endregion#region EP8 面向对象、类//Bussinessman xiaoming = new Bussinessman();//xiaoming.Buygoods();//xiaoming.goods = 10;//Bussinessman bussinessman1 = new Bussinessman();//bussinessman1.SetName("小明", 100, 10);//Bussinessman bussinessman2 = new Bussinessman();//bussinessman2.SetName("小红", 1000, 100);//bussinessman1.Buygoods("小红");#endregion#region EP10 继承//Monster monster = new Monster();//monster.hp = 100;//Boss boss = new Boss();//boss.hp = 100;//monster.Attack();//boss.Attack();//Monster monster = new Boss();//父类声明子类实例化 - 行//monster.Attack();//Boss boss = new Monster();//子类声明父类实例化 - 不行//Monster monster = null;//未将对象引用到设置实例 - 错误//monster.Attack();#endregion#region EP11 属性//Trigger tri = new Trigger();//Console.WriteLine(tri.Money);#endregion#region EP11 接口//Milk milk = new Milk();//IAddSuger drink = new Drink();//当父类对应接口时可实现//drink.AddSuger();#endregion#region EP12 数据类型#region EP12 数组 //nums = new int[] { 1, 3, 5, 7, 9 };//数组长度在初始化时已经固定//Console.WriteLine(nums[0]);//Console.WriteLine(nums[3]);//Console.WriteLine(nums.Length);//Length - 计算数组长度//nums = new int[2];//会产生覆盖//nums[0] = 1;//nums[1] = 2;//Console.WriteLine(nums[1]);遍历//for (int i = 0; i < nums.Length; i++)//{// Console.WriteLine(nums[i]);//}//strs = new string[] { "s", "JohnKi" };//Console.WriteLine(strs[1]);//Milk[] milks = new Milk[]//{// new Milk(){cost = 10},// new Milk()//};#endregion#region EP12 列表//numlist = new List<int>();//numlist.Add(3);//Add - 加入到列表的方法名//numlist.Add(9);//numlist.Add(7);//Console.WriteLine(numlist[1]);//3//Console.WriteLine(numlist.Count);//3//numlist.Remove(9);//Remove - 移除哪一个元素//Console.WriteLine(numlist.Count);//2//numlist.RemoveAt(0);//RemoveAt - 移除哪一个下标的元素//Console.WriteLine(numlist.Count);//1//Console.WriteLine(numlist[0]);//7//numlist.Clear();//Clear - 全屏清空//Console.WriteLine(numlist.Count);//0//List<Monster> monstersList = new List<Monster>()//Monster 自定义类型(继承)//{// new Monster() { },// new Monster() { }//};//Console.WriteLine(monstersList.Count);//2#endregion#region EP12 栈//新进后出//Stack<Trigger> triggerStack = new Stack<Trigger>();//Trigger - 来自属性//triggerStack.Push(new Trigger() { Money = 10});//Push - 压栈//triggerStack.Push(new Trigger() { Money = 1});//Console.WriteLine(triggerStack.Count);//2//Trigger t = triggerStack.Pop();//Pop - 弹出//Console.WriteLine(t.Money);//1//Console.WriteLine(triggerStack.Count);//1#endregion#region EP12 队列//Queue<int> numsQueue = new Queue<int>();//numsQueue.Enqueue(1);//入队//numsQueue.Enqueue(2);//Console.WriteLine(numsQueue.Count);//队列长度//int n = numsQueue.Dequeue();//出队//Console.WriteLine(n);#endregion#region EP12 字典键、值 - 键值对键和值可以为任意类型,只需一一对应//Dictionary<int, Monster> monsterDict1 = new Dictionary<int, Monster>();键为整形,值为自定义类型Monster//monsterDict1.Add(1, new Monster() { name = "李白" });//添加字典键和值//monsterDict1.Add(2, new Monster() { name = "貂蝉" });//Console.WriteLine(monsterDict1[1].name);//Dictionary<string, Monster> monsterDict2 = new Dictionary<string, Monster>();键为字符型,值为自定义类型Monster//monsterDict2.Add("李白", new Monster() { hp = 100 });//monsterDict2.Add("貂蝉", new Monster() { hp = 80 });//Console.WriteLine(monsterDict2["貂蝉"].hp);遍历//foreach (var item in monsterDict2)//{// Console.WriteLine(item.Key);//键//}//foreach (var item in monsterDict2)//{// Console.WriteLine(item.Value);//值//}//foreach (var item in monsterDict2)//{// Console.WriteLine(item.Value.hp);//值//}#endregion#endregion#region EP13 静态与非静态当StartGame没有设置为全局变量时,通过创建的变量名调用//Tool1 tool1 = new Tool1();//tool1.StartGame();//Console.WriteLine(tool1.toolNum);当StartGame设置为全局变量时,直接通过类型名调用//Tool2.StartGame();//Console.WriteLine(Tool2.toolNum);#endregion#region EP13 设计模式GameManager gameManager = new GameManager();GameMusic gameMusic = new GameMusic();gameMusic.gameManager = gameManager;GameController gameController = new GameController();gameController.gameManager = gameManager;//gameManager.gameOver = false;GameManager.instance = new GameManager();GameManager.instance.gameOver = false;gameMusic.PlayMusic();gameController.PerformGameLogic();#endregionConsole.ReadKey();}#endregion}
}