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c#(8)--结构体

结构体:相当于是我们自己定义的一种复杂的类型。

常见简单类型:int...  double float bool char string 

常见复杂类型:DateTime  数组类型

生活中大部份的对象都是复合型的对象。

如何定义结构体类型?

一般来说结构体的定义要放在class的外面或class的里面,尽量不放在Main的里面。 
struct 自定义类型名 

    public 变量类型  变量名; 
    ......; 
    ......; 
    ......;


例如: 
    struct YuanGong  //自定义的数据类型。用来描述员工的信息。 
    { 
        public string NO; 
        public string Name; 
        public int Age; 
        public string Nation; 
        public bool Sex; 
    }

如何用自定义的类型来定义变量?

自定义类型名 变量 = new 自定义类型名();

如何使用自定义类型的变量? 
变量.子变量 = "xxxx"; 
Console.WriteLine(变量名.子变量); 
例如: 
            //定义自定义类型的变量 
            YuanGong zhangsan = new YuanGong(); 
            //给变量赋值 
            zhangsan.NO = "Y001"; 
            zhangsan.Name = "张三"; 
            zhangsan.Age = 22; 
            zhangsan.Sex = true; 
            zhangsan.Nation = "汉族"; 
            //对变量取值 
            Console.WriteLine(zhangsan.NO+"\t"+zhangsan.Name+"\t"+zhangsan.Age); 
            Console.WriteLine(zhangsan.Nation+"\t"+(zhangsan.Sex?"男":"女"));

例题1.描述员工信息

struct YuanGong  //自定义的数据类型。用来描述员工的信息。    {        public string NO;        public string Name;        public int Age;        public string Nation;        public bool Sex;        public LianXiFangShi LianXi;    }    struct LianXiFangShi    {        public string QQ;        public string WeiXin;        public string Email;        public string Telephone;        public string Address;        public string ZipCode;    }    class Program    {        static void Main(string[] args)        {            YuanGong zhangsan = new YuanGong();            zhangsan.NO = "Y001";            zhangsan.Name = "张三";            zhangsan.Age = 22;            zhangsan.Sex = true;            zhangsan.Nation = "汉族";            zhangsan.LianXi.QQ = "434354546";            //zhangsan.LianXi.WeiXin = "张三三";            //zhangsan.LianXi.Email = "zhangsan@tom.com";            zhangsan.LianXi.Address = "张店区张家胡同";            zhangsan.LianXi.ZipCode = "25000";            zhangsan.LianXi.Telephone = "";            YuanGong lisi = new YuanGong();            lisi.NO = "Y002";            lisi.Name = "李四";            lisi.Age = 25;            lisi.Sex =false;            lisi.Nation = "回族";            Console.WriteLine("**********张三的个人信息***********");            Console.WriteLine(zhangsan.NO+"\t"+zhangsan.Name+"\t"+zhangsan.Age);            Console.WriteLine(zhangsan.Nation+"\t"+(zhangsan.Sex?"男":"女"));            Console.WriteLine("联系方式:");            Console.WriteLine(                "QQ:"+(zhangsan.LianXi.QQ==null?"无":zhangsan.LianXi.QQ)+"\t"//若没输入qq,打印“无”                +"微信:"+(zhangsan.LianXi.WeiXin == null?"无":zhangsan.LianXi.WeiXin)+"\t"                +"手机:"+(zhangsan.LianXi.Telephone==null?"无":zhangsan.LianXi.Telephone)+"\t"                +"邮箱:"+(zhangsan.LianXi.Email==null?"无":zhangsan.LianXi.Email)+"\t"                +"地址:"+zhangsan.LianXi.Address+"\t"+zhangsan.LianXi.ZipCode);        }

例题、两人对战游戏

struct Ren        {            public string Name;            public int Blood;            public int Attack;            public int Defend;            public int Quick;                    }        struct WuGong        {            public string Name;            public int Attack;        }        static void Main(string[] args)        {            WuGong[] wg = new WuGong[3];            wg[0].Name = "辟邪剑法";            wg[0].Attack = 500;            wg[1].Name = "降龙十八掌";            wg[1].Attack = 600;            wg[2].Name = "暗然消魂掌";            wg[2].Attack = 400;                Ren r1 = new Ren();            Ren r2 = new Ren();            //初化两个战斗人员的属性。            Console.Write("请输入第一个战士姓名:");            r1.Name = Console.ReadLine();            Console.Write("请输入第二个战士姓名:");            r2.Name = Console.ReadLine();            //生成血量            Random rand = new Random();            r1.Blood = rand.Next(1000) + 1000;            r2.Blood = rand.Next(1000) + 1000;            //生成攻防            r1.Attack = rand.Next(50) + 50;            r2.Attack = rand.Next(50) + 50;            r1.Defend = rand.Next(50) + 50;            r2.Defend = rand.Next(50) + 50;            //生成身法            r1.Quick = rand.Next(100);            r2.Quick = rand.Next(100);            Console.WriteLine("姓名:" + r1.Name + "\t生命力:" + r1.Blood+"\t攻击力:"+r1.Attack+"\t防御力:"+r1.Defend+"\t敏捷度:"+r1.Quick);            Console.WriteLine("VS");            Console.WriteLine("姓名:" + r2.Name + "\t生命力:" + r2.Blood + "\t攻击力:" + r2.Attack + "\t防御力:" + r2.Defend + "\t敏捷度:" + r2.Quick);            Console.WriteLine("按任意键开始...");            Console.ReadKey();            while(true)            {                //跳出循环。                if(r1.Blood <=0 && r2.Blood<=0)                {                    Console.WriteLine(r1.Name+"与"+r2.Name+"同归于尽了!");                    break;                }                if(r1.Blood<=0)                {                    Console.WriteLine(r2.Name+"把"+r1.Name+"KO了~!");                    break;                }                if (r2.Blood <= 0)                {                    Console.WriteLine(r1.Name + "把" + r2.Name + "KO了~!");                    break;                }                //对战                                //大招                int dz1 = rand.Next(10); //r2的大招                if (dz1 >= 8) //大招                {                    WuGong w1 = wg[rand.Next(3)];                    int b1 = rand.Next(100); //r1失掉的血                    int gj1 = rand.Next(100) - 50; //为了浮动r1的攻击                    int fy1 = rand.Next(100) - 50;//为了浮动r2的防御                    b1 = (b1 + (r2.Attack + gj1+w1.Attack) - (r1.Defend + fy1)) < 0 ? 0 : (b1 + (r2.Attack + gj1+w1.Attack) - (r1.Defend + fy1));                    r1.Blood -= b1;                    if (r1.Blood < 0)                    {                        r1.Blood = 0;                    }                    //稍待一下。                    System.Threading.Thread.Sleep(2000);                    Console.ForegroundColor = ConsoleColor.Red;                    Console.WriteLine(r2.Name + "使用大招"+w1.Name+"发起攻击," + r1.Name + "失掉生命力" + b1 + "点!");                    Console.ResetColor();                    Console.WriteLine();                                   }                else //平常招式                {                    int sf1 = rand.Next(80);                    if (r1.Quick - sf1 >= 0)                    {                        Console.WriteLine(r1.Name + "躲过了" + r2.Name + "攻击");                    }                    else                    {                        int b1 = rand.Next(100); //r1失掉的血                        int gj1 = rand.Next(100) - 50; //为了浮动r1的攻击                        int fy1 = rand.Next(100) - 50;//为了浮动r2的防御                        b1 = (b1 + (r2.Attack + gj1) - (r1.Defend + fy1)) < 0 ? 0 : (b1 + (r2.Attack + gj1) - (r1.Defend + fy1));                        r1.Blood -= b1;                        if (r1.Blood < 0)                        {                            r1.Blood = 0;                        }                        //稍待一下。                        System.Threading.Thread.Sleep(2000);                        Console.ForegroundColor = ConsoleColor.Red;                        Console.WriteLine(r2.Name + "发起攻击," + r1.Name + "失掉生命力" + b1 + "点!");                        Console.ResetColor();                        Console.WriteLine();                    }                }                //稍待一下。                System.Threading.Thread.Sleep(2000);                int dz2 = rand.Next(10); //r2的大招                if (dz2 >= 8) //大招                {                    WuGong w1 = wg[rand.Next(3)];                    int b2 = rand.Next(100); //r1失掉的血                    int gj1 = rand.Next(100) - 50; //为了浮动r1的攻击                    int fy1 = rand.Next(100) - 50;//为了浮动r2的防御                    b2 = (b2 + (r1.Attack + gj1 + w1.Attack) - (r2.Defend + fy1)) < 0 ? 0 : (b2 + (r1.Attack + gj1 + w1.Attack) - (r2.Defend + fy1));                    r2.Blood -= b2;                    if (r2.Blood < 0)                    {                        r2.Blood = 0;                    }                    //稍待一下。                    System.Threading.Thread.Sleep(2000);                    Console.ForegroundColor = ConsoleColor.Red;                    Console.WriteLine(r1.Name + "使用大招" + w1.Name + "发起攻击," + r2.Name + "失掉生命力" + b2 + "点!");                    Console.ResetColor();                    Console.WriteLine();                }                else                {                    int sf2 = rand.Next(80);                    if (r2.Quick - sf2 >= 0)                    {                        Console.WriteLine(r2.Name + "躲过了" + r1.Name + "攻击");                    }                    else                    {                        int b2 = rand.Next(100);//r2失掉的血                        int gj2 = rand.Next(100) - 50; //为了浮动r1的攻击                        int fy2 = rand.Next(100) - 50;//为了浮动r2的防御                        b2 = (b2 + (r1.Attack + gj2) - (r2.Defend + fy2)) < 0 ? 0 : (b2 + (r1.Attack + gj2) - (r2.Defend + fy2));                        r2.Blood -= b2;                        if (r2.Blood < 0)                        {                            r2.Blood = 0;                        }                        Console.ForegroundColor = ConsoleColor.Blue;                        Console.WriteLine(r1.Name + "发起攻击," + r2.Name + "失掉生命力" + b2 + "点!");                        Console.ResetColor();                        Console.WriteLine();                    }                }                Console.ForegroundColor = ConsoleColor.Yellow;                Console.Write("姓名:" + r1.Name + "生命力:" + r1.Blood + "\t");                Console.Write("姓名:" + r2.Name + "生命力:" + r2.Blood);                Console.ResetColor();                Console.WriteLine();                Console.WriteLine();            }        }

c#(8)--结构体