实现一个商业化级别的射击游戏战队系统需要考虑多个方面,包括高扩展性、高性能、高可配置性、线程安全、持久化、网络同步等。以下是一个详细的实现方案,涵盖了这些方面。
1. 基础数据结构
首先,我们定义基础的数据结构,包括玩家、战队等。
using System;
using System.Collections.Generic;
public enum Role
{
Leader,
Member
}
[Serializable]
public class Player
{
public string Id { get; set; }
public string Name { get; set; }
public Role Role { get; set; }
public Player(string id, string name, Role role)
{
Id = id;
Name = name;
Role = role;
}
}
[Serializable]
public class Team
{
public string Id { get; set; }
public string Name { get; set; }
public List<Player> Members { get; set; }
public Team(string id, string name)
{
Id = id;
Name = name;
Members = new List<Player>();
}
public void AddMember(Player player)
{
Members.Add(player);
}
public void RemoveMember(string playerId)
{
Members.RemoveAll(p => p.Id == playerId);
}
public Player GetMember(string playerId)
{
return Members.Find(p => p.Id == playerId);
}
}
2. 战队管理
接下来,我们定义战队管理类,用于管理战队的创建、删除、添加成员、移除成员等操作。
using System.Collections.Concurrent;
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
public TeamManager()
{
_teams = new ConcurrentDictionary<string, Team>();
}
public bool CreateTeam(string teamId, string teamName)
{
return _teams.TryAdd(teamId, new Team(teamId, teamName));
}
public bool DeleteTeam(string teamId)
{
return _teams.TryRemove(teamId, out _);
}
public bool AddMemberToTeam(string teamId, Player player)
{
if (_teams.TryGetValue(teamId, out Team team))
{
team.AddMember(player);
return true;
}
return false;
}
public bool RemoveMemberFromTeam(string teamId, string playerId)
{
if (_teams.TryGetValue(teamId, out Team team))
{
team.RemoveMember(playerId);
return true;
}
return false;
}
public Team GetTeam(string teamId)
{
_teams.TryGetValue(teamId, out Team team);
return team;
}
}
3. 配置管理
为了实现高可配置性,我们可以使用JSON文件来配置战队数据,并在游戏启动时加载这些配置。
using System.IO;
using Newtonsoft.Json;
public class TeamConfig
{
public List<Team> Teams { get; set; }
public static TeamConfig LoadFromFile(string filePath)
{
string json = File.ReadAllText(filePath);
return JsonConvert.DeserializeObject<TeamConfig>(json);
}
}
4. 序列化和反序列化
为了保存和加载战队数据,我们需要实现序列化和反序列化功能。
using System.IO;
using Newtonsoft.Json;
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
public TeamManager()
{
_teams = new ConcurrentDictionary<string, Team>();
}
public bool CreateTeam(string teamId, string teamName)
{
return _teams.TryAdd(teamId, new Team(teamId, teamName));
}
public bool DeleteTeam(string teamId)
{
return _teams.TryRemove(teamId, out _);
}
public bool AddMemberToTeam(string teamId, Player player)
{
if (_teams.TryGetValue(teamId, out Team team))
{
team.AddMember(player);
return true;
}
return false;
}
public bool RemoveMemberFromTeam(string teamId, string playerId)
{
if (_teams.TryGetValue(teamId, out Team team))
{
team.RemoveMember(playerId);
return true;
}
return false;
}
public Team GetTeam(string teamId)
{
_teams.TryGetValue(teamId, out Team team);
return team;
}
public void SaveTeams(string filePath)
{
string json = JsonConvert.SerializeObject(_teams.Values);
File.WriteAllText(filePath, json);
}
public void LoadTeams(string filePath)
{
string json = File.ReadAllText(filePath);
var teams = JsonConvert.DeserializeObject<List<Team>>(json);
foreach (var team in teams)
{
_teams.TryAdd(team.Id, team);
}
}
}
5. 网络同步
为了实现网络同步,我们需要使用网络库(如Photon、Mirror等)来同步战队数据。以下是一个简单的示例,假设我们使用Mirror网络库。
using Mirror;
public class NetworkedTeamManager : NetworkBehaviour
{
private TeamManager _teamManager;
public override void OnStartServer()
{
_teamManager = new TeamManager();
}
[Command]
public void CmdCreateTeam(string teamId, string teamName)
{
if (_teamManager.CreateTeam(teamId, teamName))
{
RpcUpdateTeams();
}
}
[Command]
public void CmdDeleteTeam(string teamId)
{
if (_teamManager.DeleteTeam(teamId))
{
RpcUpdateTeams();
}
}
[Command]
public void CmdAddMemberToTeam(string teamId, string playerId, string playerName, Role role)
{
Player player = new Player(playerId, playerName, role);
if (_teamManager.AddMemberToTeam(teamId, player))
{
RpcUpdateTeams();
}
}
[Command]
public void CmdRemoveMemberFromTeam(string teamId, string playerId)
{
if (_teamManager.RemoveMemberFromTeam(teamId, playerId))
{
RpcUpdateTeams();
}
}
[ClientRpc]
private void RpcUpdateTeams()
{
// Update client-side team UI
}
}
6. 示例配置文件
以下是一个示例的JSON配置文件teams.json
:
{
"Teams": [
{
"Id": "team_01",
"Name": "Alpha",
"Members": [
{
"Id": "player_01",
"Name": "PlayerOne",
"Role": "Leader"
},
{
"Id": "player_02",
"Name": "PlayerTwo",
"Role": "Member"
}
]
},
{
"Id": "team_02",
"Name": "Bravo",
"Members": [
{
"Id": "player_03",
"Name": "PlayerThree",
"Role": "Leader"
},
{
"Id": "player_04",
"Name": "PlayerFour",
"Role": "Member"
}
]
}
]
}
7. 使用示例
最后,我们可以编写一个简单的示例来展示如何使用这个战队系统。
class Program
{
static void Main(string[] args)
{
TeamManager teamManager = new TeamManager();
teamManager.CreateTeam("team_01", "Alpha");
teamManager.AddMemberToTeam("team_01", new Player("player_01", "PlayerOne", Role.Leader));
teamManager.AddMemberToTeam("team_01", new Player("player_02", "PlayerTwo", Role.Member));
teamManager.SaveTeams("teams.json");
teamManager.LoadTeams("teams.json");
teamManager.RemoveMemberFromTeam("team_01", "player_02");
teamManager.SaveTeams("teams.json");
}
}
这个实现方案提供了一个高扩展、高性能、高可配置的C#版射击游戏战队系统的基础框架。你可以根据具体需求进一步扩展和优化这个系统,例如添加更多的战队功能、实现更复杂的成员管理逻辑、优化性能等。
好的,接下来我们可以进一步扩展和优化这个战队系统。以下是一些可以考虑的扩展和优化方向:
8. 添加更多功能
8.1 战队邀请和申请
我们可以添加战队邀请和申请功能,让玩家可以申请加入战队,或者战队邀请玩家加入。
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
private readonly ConcurrentDictionary<string, List<string>> _invitations; // teamId -> list of playerIds
private readonly ConcurrentDictionary<string, List<string>> _applications; // playerId -> list of teamIds
public TeamManager()
{
_teams = new ConcurrentDictionary<string, Team>();
_invitations = new ConcurrentDictionary<string, List<string>>();
_applications = new ConcurrentDictionary<string, List<string>>();
}
public bool InvitePlayerToTeam(string teamId, string playerId)
{
if (_teams.ContainsKey(teamId))
{
if (!_invitations.ContainsKey(teamId))
{
_invitations[teamId] = new List<string>();
}
_invitations[teamId].Add(playerId);
return true;
}
return false;
}
public bool ApplyToJoinTeam(string playerId, string teamId)
{
if (_teams.ContainsKey(teamId))
{
if (!_applications.ContainsKey(playerId))
{
_applications[playerId] = new List<string>();
}
_applications[playerId].Add(teamId);
return true;
}
return false;
}
public bool AcceptApplication(string teamId, string playerId)
{
if (_applications.ContainsKey(playerId) && _applications[playerId].Contains(teamId))
{
_applications[playerId].Remove(teamId);
return AddMemberToTeam(teamId, new Player(playerId, "PlayerName", Role.Member)); // Assume player name is known
}
return false;
}
public bool AcceptInvitation(string playerId, string teamId)
{
if (_invitations.ContainsKey(teamId) && _invitations[teamId].Contains(playerId))
{
_invitations[teamId].Remove(playerId);
return AddMemberToTeam(teamId, new Player(playerId, "PlayerName", Role.Member)); // Assume player name is known
}
return false;
}
}
8.2 战队排名和积分
我们可以添加战队排名和积分系统,根据战队的表现来计算积分和排名。
public class Team
{
public string Id { get; set; }
public string Name { get; set; }
public List<Player> Members { get; set; }
public int Points { get; set; } // 战队积分
public Team(string id, string name)
{
Id = id;
Name = name;
Members = new List<Player>();
Points = 0;
}
public void AddPoints(int points)
{
Points += points;
}
public void RemovePoints(int points)
{
Points = Math.Max(0, Points - points);
}
}
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
public TeamManager()
{
_teams = new ConcurrentDictionary<string, Team>();
}
public List<Team> GetTopTeams(int topN)
{
var sortedTeams = new List<Team>(_teams.Values);
sortedTeams.Sort((a, b) => b.Points.CompareTo(a.Points));
return sortedTeams.GetRange(0, Math.Min(topN, sortedTeams.Count));
}
}
9. 性能优化
9.1 使用缓存
为了提高性能,我们可以使用缓存来存储频繁访问的数据。例如,可以使用内存缓存来存储战队信息,减少对数据库的访问。
using Microsoft.Extensions.Caching.Memory;
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
private readonly IMemoryCache _cache;
public TeamManager(IMemoryCache cache)
{
_teams = new ConcurrentDictionary<string, Team>();
_cache = cache;
}
public Team GetTeam(string teamId)
{
if (!_cache.TryGetValue(teamId, out Team team))
{
_teams.TryGetValue(teamId, out team);
if (team != null)
{
_cache.Set(teamId, team, TimeSpan.FromMinutes(5)); // 缓存5分钟
}
}
return team;
}
}
9.2 异步操作
为了提高性能,我们可以使用异步操作来处理I/O密集型任务,例如读取和写入文件、访问数据库等。
using System.Threading.Tasks;
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
public TeamManager()
{
_teams = new ConcurrentDictionary<string, Team>();
}
public async Task SaveTeamsAsync(string filePath)
{
string json = JsonConvert.SerializeObject(_teams.Values);
await File.WriteAllTextAsync(filePath, json);
}
public async Task LoadTeamsAsync(string filePath)
{
string json = await File.ReadAllTextAsync(filePath);
var teams = JsonConvert.DeserializeObject<List<Team>>(json);
foreach (var team in teams)
{
_teams.TryAdd(team.Id, team);
}
}
}
10. 持久化
为了实现持久化,我们可以使用数据库来存储战队数据。以下是一个使用Entity Framework Core的示例。
10.1 定义数据库上下文
using Microsoft.EntityFrameworkCore;
public class GameDbContext : DbContext
{
public DbSet<Team> Teams { get; set; }
public DbSet<Player> Players { get; set; }
protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder)
{
optionsBuilder.UseSqlite("Data Source=game.db");
}
}
10.2 更新数据模型
我们需要更新数据模型以适应Entity Framework Core。
public class Player
{
public string Id { get; set; }
public string Name { get; set; }
public Role Role { get; set; }
public string TeamId { get; set; } // 外键
public Team Team { get; set; } // 导航属性
}
public class Team
{
public string Id { get; set; }
public string Name { get; set; }
public List<Player> Members { get; set; }
public int Points { get; set; }
public Team()
{
Members = new List<Player>();
}
}
10.3 实现持久化操作
public class TeamManager
{
private readonly GameDbContext _dbContext;
public TeamManager(GameDbContext dbContext)
{
_dbContext = dbContext;
}
public async Task CreateTeamAsync(string teamId, string teamName)
{
var team = new Team { Id = teamId, Name = teamName };
_dbContext.Teams.Add(team);
await _dbContext.SaveChangesAsync();
}
public async Task DeleteTeamAsync(string teamId)
{
var team = await _dbContext.Teams.FindAsync(teamId);
if (team != null)
{
_dbContext.Teams.Remove(team);
await _dbContext.SaveChangesAsync();
}
}
public async Task AddMemberToTeamAsync(string teamId, Player player)
{
var team = await _dbContext.Teams.FindAsync(teamId);
if (team != null)
{
team.Members.Add(player);
await _dbContext.SaveChangesAsync();
}
}
public async Task RemoveMemberFromTeamAsync(string teamId, string playerId)
{
var player = await _dbContext.Players.FindAsync(playerId);
if (player != null && player.TeamId == teamId)
{
_dbContext.Players.Remove(player);
await _dbContext.SaveChangesAsync();
}
}
public async Task<Team> GetTeamAsync(string teamId)
{
return await _dbContext.Teams.Include(t => t.Members).FirstOrDefaultAsync(t => t.Id == teamId);
}
}
11. 线程安全
为了确保线程安全,我们可以使用锁机制来保护共享资源。
public class TeamManager
{
private readonly ConcurrentDictionary<string, Team> _teams;
private readonly object _lock = new object();
public TeamManager()
{
_teams = new ConcurrentDictionary<string, Team>();
}
public bool CreateTeam(string teamId, string teamName)
{
lock (_lock)
{
return _teams.TryAdd(teamId, new Team(teamId, teamName));
}
}
public bool DeleteTeam(string teamId)
{
lock (_lock)
{
return _teams.TryRemove(teamId, out _);
}
}
public bool AddMemberToTeam(string teamId, Player player)
{
lock (_lock)
{
if (_teams.TryGetValue(teamId, out Team team))
{
team.AddMember(player);
return true;
}
return false;
}
}
public bool RemoveMemberFromTeam(string teamId, string playerId)
{
lock (_lock)
{
if (_teams.TryGetValue(teamId, out Team team))
{
team.RemoveMember(playerId);
return true;
}
return false;
}
}
public Team GetTeam(string teamId)
{
lock (_lock)
{
_teams.TryGetValue(teamId, out Team team);
return team;
}
}
}
12. 单元测试
为了确保代码的正确性,我们可以编写单元测试来测试战队系统的各个功能。
using Xunit;
public class TeamManagerTests
{
[Fact]
public void TestCreateTeam()
{
var teamManager = new TeamManager();
bool result = teamManager.CreateTeam("team_01", "Alpha");
Assert.True(result);
}
[Fact]
public void TestAddMemberToTeam()
{
var teamManager = new TeamManager();
teamManager.CreateTeam("team_01", "Alpha");
bool result = teamManager.AddMemberToTeam("team_01", new Player("player_01", "PlayerOne", Role.Leader));
Assert.True(result);
}
[Fact]
public void TestRemoveMemberFromTeam()
{
var teamManager = new TeamManager();
teamManager.CreateTeam("team_01", "Alpha");
teamManager.AddMemberToTeam("team_01", new Player("player_01", "PlayerOne", Role.Leader));
bool result = teamManager.RemoveMemberFromTeam("team_01", "player_01");
Assert.True(result);
}
}
通过这些扩展和优化,我们可以实现一个更加完善和高效的战队系统。你可以根据具体需求进一步扩展和优化这个系统,例如添加更多的战队功能、实现更复杂的成员管理逻辑、优化性能等。
好的,我们可以继续扩展和优化战队系统。以下是一些进一步的改进和扩展方向:
13. 战队活动和任务系统
我们可以添加战队活动和任务系统,让战队成员可以参与各种活动和任务,完成后获得奖励和积分。
13.1 定义活动和任务模型
public class Activity
{
public string Id { get; set; }
public string Name { get; set; }
public DateTime StartTime { get; set; }
public DateTime EndTime { get; set; }
public List<Task> Tasks { get; set; }
public Activity()
{
Tasks = new List<Task>();
}
}
public class Task
{
public string Id { get; set; }
public string Description { get; set; }
public int Points { get; set; }
public bool IsCompleted { get; set; }
}
13.2 添加活动和任务管理
public class ActivityManager
{
private readonly ConcurrentDictionary<string, Activity> _activities;
public ActivityManager()
{
_activities = new ConcurrentDictionary<string, Activity>();
}
public bool CreateActivity(string activityId, string activityName, DateTime startTime, DateTime endTime)
{
var activity = new Activity
{
Id = activityId,
Name = activityName,
StartTime = startTime,
EndTime = endTime
};
return _activities.TryAdd(activityId, activity);
}
public bool AddTaskToActivity(string activityId, Task task)
{
if (_activities.TryGetValue(activityId, out Activity activity))
{
activity.Tasks.Add(task);
return true;
}
return false;
}
public bool CompleteTask(string activityId, string taskId)
{
if (_activities.TryGetValue(activityId, out Activity activity))
{
var task = activity.Tasks.FirstOrDefault(t => t.Id == taskId);
if (task != null)
{
task.IsCompleted = true;
return true;
}
}
return false;
}
public Activity GetActivity(string activityId)
{
_activities.TryGetValue(activityId, out Activity activity);
return activity;
}
}
14. 战队聊天系统
我们可以添加战队聊天系统,让战队成员可以在战队内部进行交流。
14.1 定义聊天消息模型
public class ChatMessage
{
public string Id { get; set; }
public string SenderId { get; set; }
public string SenderName { get; set; }
public string Content { get; set; }
public DateTime Timestamp { get; set; }
}
14.2 添加聊天管理
public class ChatManager
{
private readonly ConcurrentDictionary<string, List<ChatMessage>> _teamChats;
public ChatManager()
{
_teamChats = new ConcurrentDictionary<string, List<ChatMessage>>();
}
public void SendMessage(string teamId, ChatMessage message)
{
if (!_teamChats.ContainsKey(teamId))
{
_teamChats[teamId] = new List<ChatMessage>();
}
_teamChats[teamId].Add(message);
}
public List<ChatMessage> GetMessages(string teamId)
{
if (_teamChats.TryGetValue(teamId, out List<ChatMessage> messages))
{
return messages;
}
return new List<ChatMessage>();
}
}
15. 战队公告系统
我们可以添加战队公告系统,让战队领导可以发布公告,所有成员都能看到。
15.1 定义公告模型
public class Announcement
{
public string Id { get; set; }
public string Title { get; set; }
public string Content { get; set; }
public DateTime Timestamp { get; set; }
}
15.2 添加公告管理
public class AnnouncementManager
{
private readonly ConcurrentDictionary<string, List<Announcement>> _teamAnnouncements;
public AnnouncementManager()
{
_teamAnnouncements = new ConcurrentDictionary<string, List<Announcement>>();
}
public void PostAnnouncement(string teamId, Announcement announcement)
{
if (!_teamAnnouncements.ContainsKey(teamId))
{
_teamAnnouncements[teamId] = new List<Announcement>();
}
_teamAnnouncements[teamId].Add(announcement);
}
public List<Announcement> GetAnnouncements(string teamId)
{
if (_teamAnnouncements.TryGetValue(teamId, out List<Announcement> announcements))
{
return announcements;
}
return new List<Announcement>();
}
}
16. 战队日志系统
我们可以添加战队日志系统,记录战队的各种活动和操作,方便管理和审计。
16.1 定义日志模型
public class LogEntry
{
public string Id { get; set; }
public string TeamId { get; set; }
public string Action { get; set; }
public string PerformedBy { get; set; }
public DateTime Timestamp { get; set; }
}
16.2 添加日志管理
public class LogManager
{
private readonly ConcurrentDictionary<string, List<LogEntry>> _teamLogs;
public LogManager()
{
_teamLogs = new ConcurrentDictionary<string, List<LogEntry>>();
}
public void AddLogEntry(string teamId, LogEntry logEntry)
{
if (!_teamLogs.ContainsKey(teamId))
{
_teamLogs[teamId] = new List<LogEntry>();
}
_teamLogs[teamId].Add(logEntry);
}
public List<LogEntry> GetLogEntries(string teamId)
{
if (_teamLogs.TryGetValue(teamId, out List<LogEntry> logEntries))
{
return logEntries;
}
return new List<LogEntry>();
}
}
17. 战队成就系统
我们可以添加战队成就系统,记录战队的各种成就,激励战队成员。
17.1 定义成就模型
public class Achievement
{
public string Id { get; set; }
public string Name { get; set; }
public string Description { get; set; }
public DateTime AchievedOn { get; set; }
}
17.2 添加成就管理
public class AchievementManager
{
private readonly ConcurrentDictionary<string, List<Achievement>> _teamAchievements;
public AchievementManager()
{
_teamAchievements = new ConcurrentDictionary<string, List<Achievement>>();
}
public void AddAchievement(string teamId, Achievement achievement)
{
if (!_teamAchievements.ContainsKey(teamId))
{
_teamAchievements[teamId] = new List<Achievement>();
}
_teamAchievements[teamId].Add(achievement);
}
public List<Achievement> GetAchievements(string teamId)
{
if (_teamAchievements.TryGetValue(teamId, out List<Achievement> achievements))
{
return achievements;
}
return new List<Achievement>();
}
}
18. 战队商城系统
我们可以添加战队商城系统,让战队成员可以使用积分兑换各种奖励。
18.1 定义商品模型
public class Item
{
public string Id { get; set; }
public string Name { get; set; }
public int PointsCost { get; set; }
}
18.2 添加商城管理
public class ShopManager
{
private readonly ConcurrentDictionary<string, List<Item>> _teamShops;
public ShopManager()
{
_teamShops = new ConcurrentDictionary<string, List<Item>>();
}
public void AddItemToShop(string teamId, Item item)
{
if (!_teamShops.ContainsKey(teamId))
{
_teamShops[teamId] = new List<Item>();
}
_teamShops[teamId].Add(item);
}
public List<Item> GetItems(string teamId)
{
if (_teamShops.TryGetValue(teamId, out List<Item> items))
{
return items;
}
return new List<Item>();
}
public bool PurchaseItem(string teamId, string playerId, string itemId)
{
if (_teamShops.TryGetValue(teamId, out List<Item> items))
{
var item = items.FirstOrDefault(i => i.Id == itemId);
if (item != null)
{
// Assume we have a method to get player points and deduct points
int playerPoints = GetPlayerPoints(playerId);
if (playerPoints >= item.PointsCost)
{
DeductPlayerPoints(playerId, item.PointsCost);
return true;
}
}
}
return false;
}
private int GetPlayerPoints(string playerId)
{
// Implement logic to get player points
return 100; // Example
}
private void DeductPlayerPoints(string playerId, int points)
{
// Implement logic to deduct player points
}
}
通过这些扩展和优化,我们可以实现一个更加全面和丰富的战队系统。你可以根据具体需求进一步扩展和优化这个系统,例如添加更多的战队功能、实现更复杂的成员管理逻辑、优化性能等。
为了更好地理解战队系统的各个组件及其交互,我们可以绘制一个协作图(也称为通信图或序列图)。协作图展示了对象之间的交互以及消息传递的顺序。以下是一个简化的战队系统协作图示例,展示了主要组件及其交互。
战队系统协作图
+----------------+ +----------------+ +----------------+ +----------------+ +----------------+
| PlayerManager | | TeamManager | | ActivityManager| | ChatManager | |AnnouncementManager|
+----------------+ +----------------+ +----------------+ +----------------+ +----------------+
| | | | |
| 1. CreatePlayer | | | |
|----------------------->| | | |
| | | | |
| | 2. CreateTeam | | |
| |----------------------->| | |
| | | | |
| | | 3. CreateActivity | |
| | |----------------------->| |
| | | | |
| | | | 4. SendMessage |
| | | |----------------------->|
| | | | |
| | | | | 5. PostAnnouncement
| | | | |-------------------->
| | | | |
| | | | |
| 6. JoinTeam | | | |
|----------------------->| | | |
| | | | |
| | 7. AddTaskToActivity | | |
| |----------------------->| | |
| | | | |
| | | 8. CompleteTask | |
| | |<-----------------------| |
| | | | |
| | | | 9. GetMessages |
| | | |<-----------------------|
| | | | |
| | | | | 10. GetAnnouncements
| | | | |<--------------------
| | | | |
| | | | |
| 11. LeaveTeam | | | |
|----------------------->| | | |
| | | | |
| | 12. DisbandTeam | | |
| |----------------------->| | |
| | | | |
| | | | |
+----------------+ +----------------+ +----------------+ +----------------+ +----------------+
| LogManager | | AchievementManager| | ShopManager | | | | |
+----------------+ +----------------+ +----------------+ +----------------+ +----------------+
| | | | |
| 13. AddLogEntry | | | |
|<-----------------------| | | |
| | | | |
| | 14. AddAchievement | | |
| |<-----------------------| | |
| | | | |
| | | 15. AddItemToShop | |
| | |<-----------------------| |
| | | | |
| | | 16. PurchaseItem | |
| | |<-----------------------| |
| | | | |
| | | | |
+----------------+ +----------------+ +----------------+ +----------------+ +----------------+
| | | | | | | | | |
+----------------+ +----------------+ +----------------+ +----------------+ +----------------+
说明
- PlayerManager:负责玩家的创建、加入战队、离开战队等操作。
- TeamManager:负责战队的创建、解散、添加任务等操作。
- ActivityManager:负责活动的创建、任务的添加和完成等操作。
- ChatManager:负责战队内部的聊天消息管理。
- AnnouncementManager:负责战队公告的发布和获取。
- LogManager:负责记录战队的各种操作日志。
- AchievementManager:负责管理战队的成就。
- ShopManager:负责战队商城的商品管理和购买操作。
交互流程
- 创建玩家:玩家通过
PlayerManager
创建。 - 创建战队:玩家通过
TeamManager
创建战队。 - 创建活动:战队通过
ActivityManager
创建活动。 - 发送消息:战队成员通过
ChatManager
发送聊天消息。 - 发布公告:战队领导通过
AnnouncementManager
发布公告。 - 加入战队:玩家通过
PlayerManager
加入战队。 - 添加任务:战队通过
TeamManager
向活动添加任务。 - 完成任务:战队成员通过
ActivityManager
完成任务。 - 获取消息:战队成员通过
ChatManager
获取聊天消息。 - 获取公告:战队成员通过
AnnouncementManager
获取公告。 - 离开战队:玩家通过
PlayerManager
离开战队。 - 解散战队:战队通过
TeamManager
解散战队。 - 记录日志:各种操作通过
LogManager
记录日志。 - 添加成就:战队通过
AchievementManager
添加成就。 - 添加商品:战队通过
ShopManager
向商城添加商品。 - 购买商品:战队成员通过
ShopManager
购买商品。
这个协作图展示了战队系统中各个组件之间的主要交互流程。你可以根据具体需求进一步扩展和细化这个协作图。
战队系统的类图展示了系统中各个类及其关系。以下是一个简化的战队系统类图示例,展示了主要类及其属性和方法。
战队系统类图
+-------------------+
| Player |
+-------------------+
| - id: int |
| - name: String |
| - level: int |
| - team: Team |
+-------------------+
| + createPlayer() |
| + joinTeam(team: Team) |
| + leaveTeam() |
+-------------------+
+-------------------+
| Team |
+-------------------+
| - id: int |
| - name: String |
| - members: List<Player> |
| - activities: List<Activity> |
+-------------------+
| + createTeam() |
| + addMember(player: Player) |
| + removeMember(player: Player) |
| + disbandTeam() |
| + addActivity(activity: Activity) |
+-------------------+
+-------------------+
| Activity |
+-------------------+
| - id: int |
| - name: String |
| - tasks: List<Task> |
+-------------------+
| + createActivity()|
| + addTask(task: Task) |
| + completeTask(task: Task) |
+-------------------+
+-------------------+
| Task |
+-------------------+
| - id: int |
| - description: String |
| - isCompleted: boolean |
+-------------------+
| + createTask() |
| + completeTask() |
+-------------------+
+-------------------+
| ChatMessage |
+-------------------+
| - id: int |
| - sender: Player |
| - content: String |
| - timestamp: Date |
+-------------------+
| + sendMessage() |
| + getMessages() |
+-------------------+
+-------------------+
| Announcement |
+-------------------+
| - id: int |
| - content: String |
| - timestamp: Date |
+-------------------+
| + postAnnouncement() |
| + getAnnouncements() |
+-------------------+
+-------------------+
| LogEntry |
+-------------------+
| - id: int |
| - action: String |
| - timestamp: Date |
+-------------------+
| + addLogEntry() |
| + getLogEntries() |
+-------------------+
+-------------------+
| Achievement |
+-------------------+
| - id: int |
| - name: String |
| - description: String |
+-------------------+
| + addAchievement()|
| + getAchievements() |
+-------------------+
+-------------------+
| ShopItem |
+-------------------+
| - id: int |
| - name: String |
| - price: int |
+-------------------+
| + addItemToShop() |
| + purchaseItem() |
+-------------------+
说明
-
Player 类:表示玩家,包含玩家的基本信息和操作方法。
id
:玩家ID。name
:玩家名称。level
:玩家等级。team
:玩家所属的战队。createPlayer()
:创建玩家。joinTeam(team: Team)
:加入战队。leaveTeam()
:离开战队。
-
Team 类:表示战队,包含战队的基本信息和操作方法。
id
:战队ID。name
:战队名称。members
:战队成员列表。activities
:战队活动列表。createTeam()
:创建战队。addMember(player: Player)
:添加成员。removeMember(player: Player)
:移除成员。disbandTeam()
:解散战队。addActivity(activity: Activity)
:添加活动。
-
Activity 类:表示活动,包含活动的基本信息和操作方法。
id
:活动ID。name
:活动名称。tasks
:活动任务列表。createActivity()
:创建活动。addTask(task: Task)
:添加任务。completeTask(task: Task)
:完成任务。
-
Task 类:表示任务,包含任务的基本信息和操作方法。
id
:任务ID。description
:任务描述。isCompleted
:任务是否完成。createTask()
:创建任务。completeTask()
:完成任务。
-
ChatMessage 类:表示聊天消息,包含消息的基本信息和操作方法。
id
:消息ID。sender
:发送者。content
:消息内容。timestamp
:时间戳。sendMessage()
:发送消息。getMessages()
:获取消息。
-
Announcement 类:表示公告,包含公告的基本信息和操作方法。
id
:公告ID。content
:公告内容。timestamp
:时间戳。postAnnouncement()
:发布公告。getAnnouncements()
:获取公告。
-
LogEntry 类:表示日志条目,包含日志的基本信息和操作方法。
id
:日志ID。action
:操作描述。timestamp
:时间戳。addLogEntry()
:添加日志条目。getLogEntries()
:获取日志条目。
-
Achievement 类:表示成就,包含成就的基本信息和操作方法。
id
:成就ID。name
:成就名称。description
:成就描述。addAchievement()
:添加成就。getAchievements()
:获取成就。
-
ShopItem 类:表示商城商品,包含商品的基本信息和操作方法。
id
:商品ID。name
:商品名称。price
:商品价格。addItemToShop()
:添加商品到商城。purchaseItem()
:购买商品。
这个类图展示了战队系统中各个类及其关系。你可以根据具体需求进一步扩展和细化这个类图。