嘿,所以我正在为评估编码,很快就要到期了,我编写了一段代码,假设将我持有的卡片的值(value)相加,我正在使用 Unity 并且我已将所有 Sprite 按特定顺序排列(我先把所有的 A 放在首位,然后是 2,依此类推)所以当我计算它时,我只是除以 4(这是我老师告诉我的方法。所以它确实计算但不正确,有时它向后计数,我不知道它实际上是如何计数的,有人可以指出它有什么问题。这里是整个项目的链接。https://drive.google.com/file/d/1Karttf7_zmNlASE4bjKVjRAuinMrLMdw/view?usp=sharing
如果你只是想看看它,这里是代码,它没有完成,虽然我只是在反面部分。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
[SerializeField]
int[] Cards = new int[52];
[SerializeField]
GameObject[] PlayerCards;
[SerializeField]
GameObject[] DealerCards;
[SerializeField]
Sprite[] CardSprite;
[SerializeField]
Text HeldValue;
int temp, Card1, Card2, dealt, PlayerDealt, DealerDealt, CardValue, DealCardValue;
void Start()
{
shuffle();
RestartGame();
Dealcards();
CardValue = 0;
DealCardValue = 0;
}
void RestartGame()
{
for (int i = 0; i < PlayerCards.Length; i++)
{
PlayerCards[i].SetActive(false);
DealerCards[i].SetActive(false);
}
}
void shuffle()
{
dealt = 0;
for (int i = 0; i < 52; i++)
{
Cards[i] = i + 1;
}
for (int i = 0; i < 100; i++)
{
Card1 = Random.Range(0, 51);
Card2 = Random.Range(0, 51);
temp = Cards[Card1];
Cards[Card1] = Cards[Card2];
Cards[Card2] = temp;
}
}
void Dealcards()
{
PlayerCards[0].SetActive(true);
PlayerCards[0].GetComponent<Image>().sprite = CardSprite[Cards[0]];
CardValue += CalcCardValue(0);
PlayerCards[1].SetActive(true);
PlayerCards[1].GetComponent<Image>().sprite = CardSprite[Cards[1]];
CardValue += CalcCardValue(1);
DealerCards[0].SetActive(true);
DealerCards[0].GetComponent<Image>().sprite = CardSprite[Cards[2]];
DealCardValue += CalcCardValue(2);
DealerCards[1].SetActive(true);
DealerCards[1].GetComponent<Image>().sprite = CardSprite[Cards[3]];
DealCardValue += CalcCardValue(3);
HeldValue.text = CardValue.ToString();
dealt += 4;
PlayerDealt = 2;
DealerDealt = 2;
}
public void Hit()
{
PlayerCards[PlayerDealt].SetActive(true);
PlayerCards[PlayerDealt].GetComponent<Image>().sprite = CardSprite[Cards[dealt]];
CardValue += CalcCardValue(dealt);
PlayerDealt += 1;
dealt += 1;
HeldValue.text = CardValue.ToString();
}
int CalcCardValue(int i)
{
return Mathf.CeilToInt(Cards[i] / 4);
}
}
最佳答案
你只是在计算
CalcCardValue(1) ... CalcCardValue(4)
内Dealcards()
因为您只使用 1 到 4 之间的值调用它。不过,您需要使用 Card (0...51) 的值调用 CalcCardValue。你可能需要做:
void Dealcards()
{
for (int i = 0; i < 2; i++)
{
PlayerCards[i].SetActive(true);
PlayerCards[i].GetComponent<Image>().sprite = CardSprite[Cards[i]];
CardValue += CalcCardValue(Cards[i]); # fix here ... and below the same
DealerCards[i].SetActive(true);
DealerCards[i].GetComponent<Image>().sprite = CardSprite[Cards[i+2]];
DealCardValue += CalcCardValue(Cards[i+2]);
}
HeldValue.text = CardValue.ToString();
dealt += 4;
PlayerDealt = 2;
DealerDealt = 2;
}
public void Hit()
{
PlayerCards[PlayerDealt].SetActive(true);
PlayerCards[PlayerDealt].GetComponent<Image>().sprite = CardSprite[Cards[dealt]];
CardValue += CalcCardValue(Cards[dealt]); # and here as well
PlayerDealt += 1;
dealt += 1;
HeldValue.text = CardValue.ToString();
}
关于c# - 为什么我的代码没有正确计算我持有的卡?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63295965/