在 Windows Phone 7 上进行逻辑删除时,如何序列化 Lambda 和事件委托?

发布于 2024-10-16 06:50:11 字数 211 浏览 2 评论 0原文

我一直在使用迄今为止有效的游戏状态管理示例。但我遇到了一个障碍:当墓碑出现时,屏幕是序列化的;唯一的麻烦是,MessageBoxScreen 有接受和取消的事件处理程序。

序列化这些内容的最佳方法是什么?我对使用表达式树做了一些研究,但这对于我想做的事情来说似乎过于复杂。

你如何将这些序列化?或者...您使用什么替代方法来保存包含委托的屏幕的状态?

I've been using the Game State Management sample which has worked so far. I've hit a snag though: when Tombstoning, the screens are serialised; the only trouble is, the MessageBoxScreen has event handlers for Accepted and Cancelled.

What's the best way to serialise these? I did a bit of research on using Expression Trees but this seemed overly complex for what I wanted to do.

How do you serialise these? Or... What alternative approach do you use to save the state of a screen that contains delegates?

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评论(2

篱下浅笙歌 2024-10-23 06:50:11

我绝对会避免尝试序列化任何远程类似于 lambda 的东西,或者就此而言,命名方法。请记住:您存储的是状态,而不是其他任何内容。

根据您对这些委托的各种分配的范围和广度,您可能能够摆脱维护 Dictionary、序列化键并在反序列化后查找回调的麻烦。

另一件需要考虑的事情——我不是专家,但从字里行间看,听起来好像你正在努力墓碑一个非常临时的模式对话框。你真的想要那个吗?您最好在用户返回时将其直接带到高分表或对话框中的任何内容。

I'd definitely steer clear of attempting to serialize anything remotely resembling a lambda, or for that matter, named methods. Remember: you're storing state, and nothing else.

Depending on how far and wide your various assignments to these delegates are, you might be able to get away with maintaining a Dictionary<String, WhateverDelagateType>, serializing the keys and looking up the callbacks after deserialization.

Another thing to consider--I'm no expert, but reading between the lines it sounds as if you're working towards tombstoning a very temporary modal dialog. Do you really want that? You might be better off bringing your user right to the high scores table, or whatever follows your dialog, on his/her return.

挖个坑埋了你 2024-10-23 06:50:11

我决定反对这个。相反,我坚持将游戏流程视为一种“流程图”。

该流程图在代码中声明,并具有属性“LastShape”和“LastResultFromShape”。

在我的代码中,我每次都会重建流程图定义,如下所示:

flowChart.AddShape( "ShowSplash" );
flowChart.AddLine( "MainMenu", ()=>lastResult=="Clicked" || lastResult=="TimedOut");

flowChart.AddShape( "MainMenu");
flowChart.AddLine( @"ShowOptions", ()=>lastResult=="OptionsClicked");
flowChar.AddLine( @"ShowSplash", ()=>lastResult==@"TimedOut");

etc.etc.

流程从上到下,因此“AddLine”与最后添加的形状相关。

墓碑化后,我只需读取最后一个形状和最后一个结果,并据此决定流程图中的位置。

I decided against this. I instead persists game flow as a kind of 'flow chart'.

The flow chart is declared in code and has properties 'LastShape' and 'LastResultFromShape'.

In my code, I rebuild the flow chart definitions each time, something like this:

flowChart.AddShape( "ShowSplash" );
flowChart.AddLine( "MainMenu", ()=>lastResult=="Clicked" || lastResult=="TimedOut");

flowChart.AddShape( "MainMenu");
flowChart.AddLine( @"ShowOptions", ()=>lastResult=="OptionsClicked");
flowChar.AddLine( @"ShowSplash", ()=>lastResult==@"TimedOut");

etc.etc.

The flow goes from the top down, so 'AddLine' relates to the last shape added.

After tombstoning, I just read the last shape and the last result and decide where to go in the flowchart based on that.

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