C# LINQ Unity 单例

C# LINQ

 

1. 自定义 Master,Kongfu 类

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 1 class Master
 2 {
 3 
 4     public int Id { get; set; }
 5     public string Name { get; set; }
 6     public int Age { get; set; }
 7     public string MenPai { get; set; }
 8     public string Kongfu { get; set; }
 9     public int Level { get; set; }
10 
11     public override string ToString()
12     {
13         return string.Format("Id:{0},Name:{1},Age:{2},MenPai:{3},Kongfu:{4},Level:{5}", Id, Name, Age,MenPai,Kongfu,Level);
14     }
15 }
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 1 class Kongfu
 2 {
 3     public int Id { get; set; }
 4     public string Name { get; set; }
 5     public int Power { get; set; }
 6 
 7     public override string ToString()
 8     {
 9         return string.Format("Id:{0},Name:{1},Power:{2}", Id, Name, Power);
10     }
11 }
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2. 测试代码

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  1 class Program
  2 {
  3     static void Main(string[] args)
  4     {
  5         var master = new List<Master>()
  6         {
  7             new Master() { Id = 100, Age = 100, Kongfu = "九阳神功",Level=10,MenPai="华山",Name="李二狗" },
  8             new Master() { Id = 50, Age = 10, Kongfu = "九阳神功1" ,Level=5,MenPai="华山",Name="李大狗"},
  9             new Master() { Id = 200, Age = 60, Kongfu = "九阳神功2",Level=6,MenPai="华山",Name="李狗蛋" },
 10         };
 11 
 12         var kongfu = new List<Kongfu>()
 13         {
 14             new Kongfu(){Id=1,Name="打狗棒法",Power=90},
 15             new Kongfu(){Id=2,Name="打狗棒法1",Power=30},
 16             new Kongfu(){Id=3,Name="打狗棒法2",Power=20},
 17         };
 18           
 19         //使用LINQ做查询(表达式写法)
 20         var res1 = from m in master   //from后面设置查询的集合
 21                     where m.Level > 8     //where跟上条件
 22 
 23                     select m;//表示m的结果
 24         //select m.Name;  //只输出名字
 25 
 26       
 27         //多个条件
 28         var res3 = from m in master
 29 
 30                     where m.Level > 8 && m.MenPai == "丐帮"
 31 
 32                     select m;
 33 
 34         var res4 = master.Where(m => m.Level > 8 && m.MenPai == "丐帮");
 35 
 36         //LINQ联合查询
 37         var res5 = from m in master
 38                     from k in kongfu
 39                     where m.Kongfu==k.Name
 40                     select new { master = m, kongfu = k };
 41                     //select m;
 42         foreach (var temp in res)
 43         {
 44             Console.WriteLine(temp);
 45         }
 46 
 47         //join on 联合查询
 48         var res12 = from m in master
 49                     join k in kongfu on m.Kongfu equals k.Name
 50                     where k.Power>90
 51                     select new { master = m, kongfu = k };
 52 
 53 
 54         //对查询结果升序排序
 55         var res7 = from m in master
 56 
 57                     where m.Level > 8 && m.MenPai == "丐帮"
 58                     orderby m.Age
 59 
 60                     select m;
 61 
 62         //对查询结果倒序排序
 63         var res8 = from m in master
 64 
 65                     where m.Level > 8 && m.MenPai == "丐帮"
 66                     orderby m.Age descending
 67 
 68                     select m;
 69 
 70         //对查询结果升序排序
 71         var res9 = from m in master
 72 
 73                     where m.Level > 8 && m.MenPai == "丐帮"
 74                     orderby m.Age,m.Level //按照多个字段进行排序,如果字段的属性相同,就按照第二个属性排序
 75 
 76                     select m;
 77 
 78         var res10 = master.Where(m => m.Level > 8 && m.MenPai == "丐帮").OrderBy(m => m.Age);
 79         var res11 = master.Where(m => m.Level > 8 && m.MenPai == "丐帮").OrderBy(m => m.Age).ThenBy(m=>m.Level);
 80 
 81 
 82 
 83         //把人物按照所学功夫进行分类,看下哪个功夫修炼人数最多(分组查询)
 84         var res13 = from k in kongfu
 85                     join m in master on k.Name equals m.Kongfu
 86                     into groups
 87                     orderby groups.Count()
 88                     select new { kongfu = k,count=groups.Count()};
 89 
 90         //按照字段分组
 91         var res14 = from m in master
 92                     group m by m.MenPai
 93                     into g
 94                     select new { count=g.Count(),key=g.Key}; //g.Key按照哪个属性分组
 95 
 96         //量词操作符any all判断集合中是否满足某个条件
 97         bool res15=master.Any(m => m.MenPai == "丐帮");
 98         Console.WriteLine(res15);//只要有一个满足返回true
 99 
100         bool res16=master.All(m => m.MenPai == "丐帮");//所有都满足才返回true
101 
102 
103 
104         Console.ReadKey();
105     }
106 
107     //过滤方法
108     static bool Test1(Master m)
109     {
110         if (m.Level > 8) return true;
111         return false;
112     }
113 }
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Unity 单例

 

1. 继承于MonoBehaviour(不随着场景切换而销毁)

  基类代码:

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 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 
 5 /// <summary>
 6 /// 单例模式基类,继承于 MonoBehaviour,不随场景切换而销毁
 7 /// 在场景中新建空物体 DDOL,挂载 T 类继承 DDOLSingleton<T> 即可
 8 /// </summary>
 9 /// <typeparam name="T"></typeparam>
10 public abstract class DDOLSingleton<T> : MonoBehaviour where T : DDOLSingleton<T>
11 {
12     protected static T _instance = null;
13 
14     public static T Instance
15     {
16         get
17         {
18             if (null == _instance)
19             {
20                 GameObject go = GameObject.Find("DDOL");
21                 if (null == go)
22                 {
23                     go = new GameObject("DDOL");
24                     DontDestroyOnLoad(go);
25                 }
26                 _instance = go.GetComponent<T>();
27                 if (null == _instance)
28                 {
29                     _instance = go.AddComponent<T>();
30                 }
31             }
32             return _instance;
33         }
34     }
35 }
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  测试:

  新建空实体 DDOL,挂载脚本 GameManage。

  新建一个按钮,实现加载下一场景功能,测试是否随场景销毁而销毁。

  Hierarchy :

  GameManage 代码:

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 1 using System.Collections.Generic;
 2 using UnityEngine;
 3 
 4 /// <summary>
 5 /// 单例
 6 /// </summary>
 7 public class GameManage : DDOLSingleton<GameManage> {
 8     public void TestMethod()
 9     {
10         Debug.Log("GameManage");
11     }
12 }
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  测试代码: 

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 1 /// <summary>
 2 /// 测试单例
 3 /// </summary>
 4 public class Test : MonoBehaviour {
 5 
 6     // Use this for initialization
 7     void Start () {
 8         GameManage.Instance.TestMethod();
 9     }
10     
11     // Update is called once per frame
12     void Update () {
13         
14     }
15 
16     public void OnBtnClick()
17     {
18         SceneManager.LoadScene(1);
19     }
20 }
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  效果图:

 

 

2. 不继承于MonoBehaviour(随着场景切换而销毁)

  基类代码:

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 1 /// <summary>
 2 /// 单例模式基类,不继承于 MonoBehaviour,随场景切换而销毁
 3 /// 挂载 T 类继承 DDOLSingleton<T>,重载 Init 函数即可
 4 /// </summary>
 5 /// <typeparam name="T"></typeparam>
 6 public abstract class Singleton<T> where T : class, new()
 7 {
 8     protected static T _instance = null;
 9 
10     public static T Instance
11     {
12         get
13         {
14             if (null == _instance)
15             {
16                 _instance = new T();
17             }
18             return _instance;
19         }
20     }
21 
22     protected Singleton()
23     {
24         if (null != _instance)
25         {
26             Debug.LogError("This " + typeof(T).ToString() + " Singleton Instance is not null !!!");
27         }
28         Init();
29     }
30 
31     public virtual void Init()
32     {
33 
34     }
35 }
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  此时 GameManage 代码修改为:

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 1 /// <summary>
 2 /// 测试 Singleton
 3 /// </summary>
 4 public class GameManage : Singleton<GameManage> {
 5     public override void Init()
 6     {
 7         base.Init();
 8     }
 9 
10     public void TestMethod()
11     {
12         Debug.Log("GameManage");
13     }
14 }
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posted @ 2018-04-02 18:47  ~雨落忧伤~  阅读(141)  评论(0编辑  收藏  举报