c# - 为什么我的代码没有正确计算我持有的卡?

标签 c# unity3d blackjack

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)
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/

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