我正在跟踪有关过程生成的网格的教程,我想知道为什么当列表仅具有get访问器时,为什么可以对列表的.Add()进行分类。我是C#的新手,我在这里想念什么?

例如,本教程让用户编写此类:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class MeshBuilder
{
    private List<Vector3> m_Vertices = new List<Vector3>();
    public List<Vector3> Vertices { get { return m_Vertices; } }

    private List<Vector3> m_Normals = new List<Vector3>();
    public List<Vector3> Normals { get { return m_Normals; } }

    private List<Vector2> m_UVs = new List<Vector2>();
    public List<Vector2> UVs { get { return m_UVs; } }

    private List<int> m_Indices = new List<int>();

    public void AddTriangle(int index0, int index1, int index2)
    {
        m_Indices.Add(index0);
        m_Indices.Add(index1);
        m_Indices.Add(index2);
    }

    public Mesh CreateMesh()
    {
        Mesh mesh = new Mesh();

        mesh.vertices = m_Vertices.ToArray();
        mesh.triangles = m_Indices.ToArray();

        //Normals are optional. Only use them if we have the correct amount:
        if (m_Normals.Count == m_Vertices.Count)
            mesh.normals = m_Normals.ToArray();

        //UVs are optional. Only use them if we have the correct amount:
        if (m_UVs.Count == m_Vertices.Count)
            mesh.uv = m_UVs.ToArray();

        mesh.RecalculateBounds();

        return mesh;
    }
}


然后我们编写另一个使用该类的脚本:

using UnityEngine;
using System.Collections;

public class ProcQuad : MonoBehaviour {

    float m_Width = 1;
    float m_Length = 1;

    // Use this for initialization
    void Start () {

        MeshBuilder meshBuilder = new MeshBuilder();

        //set up vertices and triangles
        meshBuilder.Vertices.Add (new Vector3(0.0f, 0.0f, 0.0f));
        meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
        meshBuilder.Normals.Add(Vector3.up);

        meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, m_Length));
        meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
        meshBuilder.Normals.Add (Vector3.up);

        meshBuilder.Vertices.Add(new Vector3(m_Width, 0.0f, m_Length));
        meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
        meshBuilder.Normals.Add(Vector3.up);

        meshBuilder.Vertices.Add (new Vector3(m_Width, 0.0f, 0.0f));
        meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
        meshBuilder.Normals.Add(Vector3.up);

        meshBuilder.AddTriangle(0, 1, 2);
        meshBuilder.AddTriangle(0, 2, 3);


        MeshFilter filter = GetComponent<MeshFilter>();

        if (filter != null)
        {
            filter.sharedMesh = meshBuilder.CreateMesh();
        }

    }

    // Update is called once per frame
    void Update () {

    }
}


那么为什么我们能够执行:

meshBuilder.Vertices.Add (new Vector3(0.0f, 0.0f, 0.0f));


当属性Vertices仅具有get访问器时,为什么还要修改私有字段m_Vertices?

public List<Vector3> Vertices { get { return m_Vertices; } }


感谢您的见解。

如果有人对本教程感兴趣,我在这里找到它:

http://jayelinda.com/wp/modelling-by-numbers-part-1a/

最佳答案

由于Add方法属于List<T>类,因此只需调用它便是对列表对象的引用。拥有一个getter来提供引用就足够了,因为您不需要分配一个新列表,只需要获取一个现有列表即可。

如果要禁止添加,请更改getter以返回AsReadOnly(),如下所示:

public List<Vector3> Vertices { get { return m_Vertices.AsReadOnly(); } }


请注意,将编译Add()的调用,但是由于在运行时列表是只读的,因此在调用Add()方法时将引发异常。

07-28 02:43
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