C#基础之结构体

结构体

在这里插入图片描述

1、概念

结构体是一种一定义变量类型

它是数据和函数的集合,可以在结构体中声明各种变量和方法

作用:用来表现存在关系的数据集

2、基本语法

1、结构体一般写在namespace语句块中
2、结构体关键字struct
    struct 自定义{
        变量
        构造函数
        函数
    }

3、示例

//表现学生数据的结构体
struct Student{
    //结构体声明的变量不能直接初始化
    //Student s 不能包含自己的结构体
    public int age;
    bool sex;
    int number;
    string name;
    //在结构体中的方法不用static
    public void Speak(){
        Console.WriteLine("我的名字是{0},今年{1}岁",name,age);
    }
}

4、结构体的使用

Student student;
student.age;

5、访问修饰符

public	公共的
private 私有的 不写默认为private  

6、结构体的构造函数

1、没有返回值

2、函数名必须和结构体同名

3、必须有参数

4、如果声明了构造函数,必须在其中对所以变量数据初始化

public Student(int age, bool sex, int number, string name){
    //this.age 是上面结构体age,把传进来的参数赋值上去
	this.age = age;
    this.sex = sex;
    this.number = number;
   	this. name = name;
}
Student s = new Student(18,true,2,"小王");
思考1 描述矩形信息
//使用结构体描述矩形信息,长宽;创建一个矩形信息
Rect rect = new(5, 4);
rect.Info();
struct Rect
{
    public float w;
    public float h;
    public float area;
    public float perimeter;
    public Rect(float wi, float hi)
    {
        w = wi;
        h = hi;
        area = w * h;
        perimeter = 2 * (w + h);
    }
    public void Info()
    {
        Console.WriteLine("矩形的宽为{0},高为{1},面积为{2},周长为{3}", w, h, area, perimeter);
    }
}
思考2 职业名字释放了技能
//使用结构体描述玩家信息,玩家名字,玩家职业
//请用户输入玩家姓名,选择玩家职业
while (true)
{

    Console.WriteLine("请输入姓名");
    string name = Console.ReadLine();
    Console.WriteLine("请输入职业(0战士,1猎人,2法师)");
    try
    {
        Occupation occupation = (Occupation)int.Parse(Console.ReadLine());
        PlayerInfo playerInfo = new PlayerInfo(name, occupation);
        playerInfo.Atk();
    }
    catch
    {
        Console.WriteLine("格式错误");
    }
}
struct PlayerInfo
{
    public string name;
    public Occupation occupation;

    public PlayerInfo(string name, Occupation occupation)
    {
        this.name = name;
        this.occupation = occupation;
    }

    public void Atk()
    {
        string occ = "";
        string skill = "";
        switch (occupation)
        {
            case Occupation.Warrior:
                occ = "战士";
                skill = "冲锋";
                break;
            case Occupation.Hunter:
                occ = "猎人";
                skill = "冲锋";
                break;
            case Occupation.Master:
                occ = "法师";
                skill = "奥数冲击";
                break;
            default:
                break;
        }
        Console.WriteLine("{0}{1}释放了{2}", occ, name, skill);
    }
}
enum Occupation
{
    Warrior,
    Hunter,
    Master,
}

思考3 小怪兽
Monster[] monsters = new Monster[10];

for (int i = 0; i < monsters.Length; i++)
{
monsters[i] = new Monster("小怪兽" + i);
monsters[i].Atk();

}
//小怪兽
struct Monster
{
    public string name;
    public int atk;

    public Monster(string name)
    {
        this.name = name;

        Random random = new Random();
        atk = random.Next(10, 31);
    }
    public void Atk()
    {
        Console.WriteLine("{0}的攻击力是{1}", name, atk);
    }
}
思考4 多个小怪兽
Monster[] monsters = new Monster[10];

for (int i = 0; i < monsters.Length; i++)
{
monsters[i] = new Monster("小怪兽" + i);
monsters[i].Atk();

}
//小怪兽
struct Monster
{
    public string name;
    public int atk;

    public Monster(string name)
    {
        this.name = name;

        Random random = new Random();
        atk = random.Next(10, 31);
    }
    public void Atk()
    {
        Console.WriteLine("{0}的攻击力是{1}", name, atk);
    }
}
思考5 奥特曼打小怪兽
//结构体描述奥特曼与小怪兽
//定义一个方法实现奥特曼攻击小怪兽
//定义一个方法实现小怪兽攻击奥特曼
OutMan outMan = new OutMan("迪迦奥特曼",10,5,100);
Boss boss = new Boss("小怪兽", 8, 2, 100);

while (true)
{
    outMan.Atk(ref boss);
    if (boss.hp <= 0)
    {
        Console.WriteLine("{0}胜利",outMan.name);
        break;
    }
    boss.Atk(ref outMan);
    if (outMan.hp <= 0)
    {
        Console.WriteLine("{0}胜利",boss.name);
        break;
    }
    
    Console.WriteLine("按任意键继续");
    Console.ReadKey(true);
}
struct OutMan
{
    public string name;
    public int atk;
    public int def;
    public int hp;

    public OutMan(string name,int atk,int def,int hp)
    {
        this.name = name;
        this.atk = atk;
        this.def = def;
        this.hp = hp;
    }
    //结构体是值类型 想要在函数内部改变值类型信息,外部受影响,用ref或out
    public void Atk(ref Boss monster)
    {
        monster.hp -= this.atk - monster.def;
        Console.WriteLine("{0}攻击了{1},造成了{2}点伤害,{3}剩余血量{4}",name,monster.name,atk - monster.def,monster.name,monster.hp);
    }
}
struct Boss
{
    public string name;
    public int atk;
    public int def;
    public int hp;

    public Boss(string name, int atk, int def, int hp)
    {
        this.name = name;
        this.atk = atk;
        this.def = def;
        this.hp = hp;
    }
    public void Atk(ref OutMan outman)
    {
        outman.hp -= this.atk - outman.def;
        Console.WriteLine("{0}攻击了{1},造成了{2}点伤害,{3}剩余血量{4}", name, outman.name, atk - outman.def, outman.name, outman.hp);
    }
}
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