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C# 泛型约束 xxx<T> Where T:约束(一)

2014-08-06 11:12 453 查看
发现我们游戏的代码中,主程写了很多类似这样的代码:

public static T CreateObject<T>(out int objectId) where T : new() //方法名

public class CSingleton<T> where T : new() //单例类

public T GetControl<T>(string uri, Transform findTrans = null, bool isLog = true) where T : UnityEngine.Object //根据 url和Type 查找UI控件

public T FindControl<T>(string name) where T : Component

public void OpenWindow<T>(params object[] args) where T : CUIBase

public void CallUI<T>(Action<T, object[]> callback, params object[] args) where T : CUIBase

public void LoadTab<T>(string tabPath) where T : CBaseInfo, new() //加载Tab表

----- 具体使用 -----

定义:public T GetInfo<T>(string id) where T : CBaseInfo

使用:ActorInfo actorInfo = CGameSettings.Instance.GetInfo<ActorInfo>(actorId); 解释:[T GetInfo(String id)]传入一个 ID 返回一个Class ,[where T:CBaseInfo]约束这个Class的Type 必须 继承之 CBaseInfo

当然项目中一些插件也是有类似的写法:

FingerGestures

public abstract class ContinuousGestureRecognizer<T> : GestureRecognizerTS<T> where T : ContinuousGesture, new()

public static T CreateAsset<T>() where T : ScriptableObject

public abstract class FingerEventDetector<T> : FingerEventDetector where T : FingerEvent, new()

NGUI

static public T[] FindActive<T> () where T : Component

static public T AddChild<T> (GameObject parent, bool undo) where T : Component

static public T Begin<T> (GameObject go, float duration) where T : UITweener

TK2D

public static T LoadResourceByName<T>(string guid) where T : UnityEngine.Object

public static T AddComponent<T>(GameObject go, tk2dSpriteCollectionData spriteCollection, string spriteName) where T : tk2dBaseSprite
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