介绍
·First - 返回集合中的第一个元素;不延迟
·FirstOrDefault - 返回集合中的第一个元素(如果没有则返回默认值);不延迟
·Last - 返回集合中的最后一个元素;不延迟
·LastOrDefault - 返回集合中的最后一个元素(如果没有则返回默认值)
·ElementAt - 返回集合中指定索引的元素;不延迟
·ElementAtOrDefault - 返回集合中指定索引的元素(如果没有则返回默认值);不延迟
·Contains - 判断集合中是否包含有某一元素;不延迟
·Any - 判断集合中是否有元素满足某一条件;不延迟
·All - 判断集合中是否所有元素都满足某一条件;不延迟
·Count - 返回集合中的元素个数,返回int;不延迟
·LongCount - 返回集合中的元素个数,返回long;不延迟
·Sum - 集合应为数字类型集合,求其和;不延迟
·Min - 返回集合的最小值;不延迟
·Max - 返回集合的最大值;不延迟
·Average - 集合应为数字类型集合,求其平均值;不延迟
·Aggregate - 根据输入的表达式获取一个聚合值;不延迟
·Cast - 将集合转换为强类型集合;延迟
·DefaultIfEmpty - 查询结果为空则返回默认值;延迟
·SequenceEqual - 判断两个集合是否相同;不延迟
·OfType - 过滤集合中的指定类型;延迟
·ToArray - 将集合转换为数组;不延迟
·ToList - 将集合转换为List<T>集合;不延迟
·ToDictionary - 将集合转换为<K, V>集合;不延迟
1. Select
select 在一个集合序列按给定的条件进行投影,select 可以返回组合的筛选结果,返回匿名类型,对返回结果进行操作,返回组合的子查询结果等等。
select 的方法定义原形为:
public static IEnumerable<TResult> Select<TSource, TResult>(this IEnumerable<TSource> source, Func<TSource, TResult> selector)
该扩展方法是在Enumerable类型中定义的:
// 数据源的类型的属性
var result = from student in DataSource.Students
where student.Name.Length > 3
select student.Name;
// 数据源类型筛选后的结果
var result = from student in DataSource.Students
where student.Name.Length > 3
select student;
// 新类型
var result = from student in DataSource.Students
where student.Name.Length > 3
select new Student { Name = student.Name, StudentID = student.StudentID };
// 匿名类型
var result = from student in DataSource.Students
where student.Name.Length > 3
select new { Name = student.Name, StudentID = student.StudentID };
// 对返回结果进行操作
var result = from student in DataSource.Students
where student.Name.Length > 3
select student.ToString();
由Select方法原型可看出,返回结果为:IEnumerable<T>类型。
2. SelectMany
SelectMany定义原型为:
public static IEnumerable<TResult> SelectMany<TSource, TResult>(this IEnumerable<TSource> source, Func<TSource, IEnumerable<TResult>> selector)
通过原型可以看出,筛选结果的每一个元素类型都应该实现IEnumerable<T>接口:
string实现了IEnumerable<T>接口,可以构造这样的场景:查询组成学生姓名的所有字符序列。
var result = DataSource.Students.SelectMany(str => str.Name);
等价的Select 子句为:
var result = from student in DataSource.Students
from ch in student.Name
select ch;
可以认为SelectMany是将序列的每个元素投影到 IEnumerable<(Of <(T>)>) 并将结果序列合并为一个序列。
3.Distinct
原型为:
public static IEnumerable<TSource> Distinct<TSource>(this IEnumerable<TSource> source)
去掉投影结果集的重复元素。该运算只能以方法调用的方式进行操作。
上面同样的场景:查询组成学生姓名的所有字符的不重复序列。
var result = DataSource.Students.SelectMany(str => str.Name).Distinct();
4. First、Last、Skip、Take、Single
First 选择集和的第一个元素。
var result = DataSource.Students.Select(student => student).First(); // Student ID:1,Student Name:Andy
Last 选择集和的最后一个元素。
var result = DataSource.Students.Select(student => student).Last(); // Student ID:4,Student Name:Dark
Skip 跳过N个元素。
var result = DataSource.Students.Select(student => student).Skip(2).Count(); // 2
Take 选择集合的前N个元素。
var result = DataSource.Students.Select(student => student).Skip(2).Take(1).Count(); // 1
Single 返回序列的唯一元素;如果该序列并非恰好包含一个元素,则会引发异常。
var result = DataSource.Students.Select(student => student).Single(); // 异常:Sequence contains more than one element
5. OrderBy[Descending]
对集合进行排序。
public static IOrderedEnumerable<TSource> OrderBy[Descending]<TSource, TKey>(this IEnumerable<TSource> source, Func<TSource, TKey> keySelector[, IComparer<TKey> comparer])
TKey必须已经实现了IComparer<T>接口。
方法1:
var result = from student in DataSource.Students
orderby student.Name descending
select student.Name;
方法2:
var result = DataSource.Students.OrderByDescending(student => student.Name).Select(student => student.Name);
结果:
// Dark
// Cindy
// Bill
// Andy
1. 反射的应用
public static class GameConstants
{
public static readonly string SCENE_STARTER = "_Starter";
public static readonly string SCENE_MOVIETITLE = "MovieTitle";
public static readonly string SCENE_BATTLE_UI = "Battle_UI";
public static readonly string SCENE_BATTLE_RESULT_UI = "Battle_Result_UI";
public static readonly string[] SCENES;
// -----------------------------------------------------------
public static readonly string CHARACTER_IDLE_ANIMATION_NAME = "Idle";
public static readonly string CHARACTER_ATTACK_ANIMATION_NAME = "Attack";
public static readonly string CHARACTER_DEATH_ANIMATION_NAME = "Dead";
public static readonly string[] CHARACTER_ACTIONS;
// -----------------------------------------------------------
public static readonly string TAG_PLAYER_CHARACTER = "PlayerCharacter";
public static readonly string TAG_ENEMY_CHARACTER = "EnemyCharacter";
public static readonly string[] TAGS;
// ==================================
static GameConstants()
{
SCENES = AggregatePublicStaticFields("SCENE_");
CHARACTER_ACTIONS = AggregatePublicStaticFields("CHARACTER_ACTIONS_");
TAGS = AggregatePublicStaticFields("TAG_");
}
private static string[] AggregatePublicStaticFields(string prefix)
{
var fields = typeof(GameConstants).GetFields(BindingFlags.Public | BindingFlags.Static);
return fields.Where(x => x.Name.StartsWith(prefix)).Select(x => (string)x.GetValue(null)).ToArray();
}
}
2. Unity中Transform的应用
bool RetrieveFightZones()
{
var nodeTransform = stageInstance.transform.FindChildByPath(BattleConstants.StageConstants.FightZonesNodePath);
foreach (Transform fightZoneTransform in nodeTransform)
{
fightZoneTransform
.Cast<Transform>() // 转化为Transform类型
.Select(x => x.gameObject) // x代表转化后的transform 然后取它的Gameobject
.ToList() // 将GameObject转换为List<T>集合
.ForEach(GameObject.Destroy); // 循环销毁gameObject
}
}
void UpdatePositions()
{
// 转化为Transform选择位置 然后转化为数组 输出
Positions = transform. Cast<Transform>() .Select(t => t.position) .ToArray();
}
void SetupPositions()
{
// 转化为Transform 将当前位置 转化为数组返回
Positions = transform.Cast<Transform>().Select(x =>{var newPos = x.position; return newPos; }).ToArray();
}
3. Unity中IEnumerator一起应用
private IEnumerator InitializeBattleAsync()
{
var charactersLoading = battleCharacterManager.CreateCharacters(
//参数1 将数组创建的数组CharacterCreationInfo 和 DebugAddMoreCharacters函数的前三个返回的结果链接 然后转化成数组
new CharacterCreationInfo[]{new CharacterCreationInfo(CharacterType.Me)}.Concat(DebugAddMoreCharacters().Take(3)).ToArray()
,
// 参数2
charas =>
{
allies = charas;
battleSummonManager = new BattleSummonManager(summon);
battleSummonManager.SetAllies(charas);
battleFightManager.BeginBattle(battleSummonManager, new CharacterSelector(cameraFollowManager, enemies));
}
);
yield return charactersLoading;
}
private IEnumerable<CharacterCreationInfo> DebugAddMoreCharacters()
{
yield return new CharacterCreationInfo(CharacterType.Helper, CharacterClass.Warrior);
yield return new CharacterCreationInfo(CharacterType.Beast, CharacterClass.Warrior);
yield return new CharacterCreationInfo(CharacterType.Beast, CharacterClass.Warrior);
yield return new CharacterCreationInfo(CharacterType.Beast, CharacterClass.Warrior);
yield break;
var availableCharacterClasses = Enum.GetValues(typeof(CharacterClass))
.Cast<CharacterClass>()
.Take(4) // filter out the player characters
.Where(x => x != SceneManager.Instance.MyCharacterClass)
.ToArray();
yield return new CharacterCreationInfo(CharacterType.Helper, availableCharacterClasses[0]);
}