make char-to-terrain lookup dictionary-based instead of switch-based
GitOrigin-RevId: 0d81e95bf047fab204bff8cf46ece2ab5470bf09
This commit is contained in:
parent
b731e1a785
commit
1f7da03515
@ -90,6 +90,18 @@ namespace SemiColinGames {
|
|||||||
====================> <====..========..======..=========..=========> <=============> <==============================================================> <=======..==============..==============================
|
====================> <====..========..======..=========..=========> <=============> <==============================================================> <=======..==============..==============================
|
||||||
....................] [............................................] [.............] [..............................................................] [.......................................................";
|
....................] [............................................] [.............] [..............................................................] [.......................................................";
|
||||||
|
|
||||||
|
private static readonly Dictionary<char, Terrain> charToTerrain =
|
||||||
|
new Dictionary<char, Terrain>() {
|
||||||
|
{ '=', Terrain.Grass },
|
||||||
|
{ '<', Terrain.GrassL },
|
||||||
|
{ '>', Terrain.GrassR },
|
||||||
|
{ '.', Terrain.Rock },
|
||||||
|
{ '[', Terrain.RockL },
|
||||||
|
{ ']', Terrain.RockR },
|
||||||
|
{ '~', Terrain.Water },
|
||||||
|
{ 'X', Terrain.Block }
|
||||||
|
};
|
||||||
|
|
||||||
public World(Texture2D texture) {
|
public World(Texture2D texture) {
|
||||||
var tilesList = new List<Tile>();
|
var tilesList = new List<Tile>();
|
||||||
string[] worldDesc = worldString.Split('\n');
|
string[] worldDesc = worldString.Split('\n');
|
||||||
@ -98,38 +110,13 @@ namespace SemiColinGames {
|
|||||||
Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
|
Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
|
||||||
for (int i = 0; i < tileWidth; i++) {
|
for (int i = 0; i < tileWidth; i++) {
|
||||||
for (int j = 0; j < tileHeight; j++) {
|
for (int j = 0; j < tileHeight; j++) {
|
||||||
Terrain? terrain = null;
|
|
||||||
if (i < worldDesc[j].Length) {
|
if (i < worldDesc[j].Length) {
|
||||||
switch (worldDesc[j][i]) {
|
char key = worldDesc[j][i];
|
||||||
case '=':
|
if (charToTerrain.ContainsKey(key)) {
|
||||||
terrain = Terrain.Grass;
|
Terrain terrain = charToTerrain[key];
|
||||||
break;
|
|
||||||
case '<':
|
|
||||||
terrain = Terrain.GrassL;
|
|
||||||
break;
|
|
||||||
case '>':
|
|
||||||
terrain = Terrain.GrassR;
|
|
||||||
break;
|
|
||||||
case '.':
|
|
||||||
terrain = Terrain.Rock;
|
|
||||||
break;
|
|
||||||
case '[':
|
|
||||||
terrain = Terrain.RockL;
|
|
||||||
break;
|
|
||||||
case ']':
|
|
||||||
terrain = Terrain.RockR;
|
|
||||||
break;
|
|
||||||
case '~':
|
|
||||||
terrain = Terrain.Water;
|
|
||||||
break;
|
|
||||||
case 'X':
|
|
||||||
terrain = Terrain.Block;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (terrain != null) {
|
|
||||||
var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
|
var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
|
||||||
tilesList.Add(new Tile(texture, terrain.Value, position));
|
tilesList.Add(new Tile(texture, terrain, position));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user