自己写了一个关于兵种的,因为一直在测试,到底面向对象是个什么玩意。。。然后就做了这个
namespace 兵种
{
class Role //作为父类,构建一个普通角色属性用于继承
{
protected int health;
protected int attack;
protected int speed;
protected int defend; public Role(int health,int attack,int speed,int defend)
{
this.health = health;
this.attack = attack;
this.speed = speed;
this.defend = defend;
} public void RoleData()
{
Console.WriteLine("你的人物属性是");
Console.WriteLine("HP :"+health);
Console.WriteLine("攻击 :"+attack);
Console.WriteLine("防御 :"+defend);
Console.WriteLine("速度 :"+speed);
} } class Saber : Role //继承父类,创建一个剑士角色
{
private string position = "剑士";
public Saber(int health, int attack, int speed, int defend) : base(health, attack, speed, defend)
{
}
public void skill()
{
Console.WriteLine("职业 :"+position);
Console.WriteLine("必杀技:EX咖喱棒");
}
} class Archer : Role //继承父类,创建一个弓箭角色
{
private string position = "弓箭手";
public Archer(int health, int attack, int speed, int defend) : base(health, attack, speed, defend)
{
}
public void skill()
{
Console.WriteLine("职业 :" + position);
Console.WriteLine("必杀技:无限剑制");
}
} class Caster : Role //继承父类,创建一个法师角色
{
private string position = "魔法师";
public Caster(int health, int attack, int speed, int defend) : base(health, attack, speed, defend)
{
}
public void skill()
{
Console.WriteLine("职业 :" + position);
Console.WriteLine("必杀技:理想乡");
}
} class RoleDataPosition //这是一次尝试,把职业数据写在一个类里面,这样不在主函数里面也方便查找和修改。
{
public Saber dataSaber = new Saber(, , , );
public Archer dataArcher = new Archer(, , , );
public Caster dataCaster = new Caster(, , , ); } class Program
{
static void Main(string[] args)
{
RoleDataPosition playerData = new RoleDataPosition();
for (int i = ; i < ; i++) //本来想用while,想了一下还是算了
{
Console.WriteLine("请选择你想要的职业");
Console.WriteLine("1.剑士");
Console.WriteLine("2.弓箭手");
Console.WriteLine("3.魔法师");
char choose = Console.ReadKey(true).KeyChar;
switch (choose)
{
case '':
playerData.dataSaber.RoleData();
playerData.dataSaber.skill();
break;
case '':
playerData.dataArcher.RoleData();
playerData.dataArcher.skill();
break;
case '':
playerData.dataCaster.RoleData();
playerData.dataCaster.skill();
break;
default:
Console.Clear();
i--; //用于输入错误不让跳出用
break;
}
} Console.ReadKey(); }
}
}
记录这个的原因,是因为我觉得,如果以后怪兽多了,也可以建立这样一个类,存储所有怪兽的属性,大概可能有这样的一个扩展空间,方便以后自己查询,先记录一下