我有以下课程(为Unity Game Engine构建)

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

public class Biome : ScriptableObject, IEquatable<Biome>
{
    // ...

    //
    // IEquatable
    //

    public bool Equals(Biome other)
    {
        if (other == null)
            return false;

        return this.name == other.name;
    }

    public override bool Equals(object obj)
    {
        if (obj == null) return false;

        Biome other = obj as Biome;

        if (other == null) return false;

        return Equals(other);
    }

    public override int GetHashCode()
    {
        return this.name.GetHashCode();
    }

    public static bool operator ==(Biome biome1, Biome biome2)
    {
        if (object.ReferenceEquals(biome1, biome2)) return true;
        if (object.ReferenceEquals(null, biome1)) return false;
        if (object.ReferenceEquals(null, biome2)) return false;

        return biome1.Equals(biome2);
    }

    public static bool operator !=(Biome biome1, Biome biome2)
    {
        if (object.ReferenceEquals(biome1, biome2)) return false;
        if (object.ReferenceEquals(biome1, null)) return true;
        if (object.ReferenceEquals(biome2, null)) return true;

        return !biome1.Equals(biome2);
    }
}


当我尝试进行测试时,功能Equals似乎正在运行,但是运算符==给了我不同的结果。

    [Test]
    public void FooTest()
    {
        ScriptableObject biome1 = ScriptableObject.CreateInstance("Biome");
        ScriptableObject biome2 = ScriptableObject.CreateInstance("Biome");

        biome1.name = "Biome #1";
        biome2.name = "Biome #1";

        Assert.IsTrue(biome1.Equals(biome2));
        Assert.IsTrue(biome1 == biome2);  // This one fails

    }


我的执行方式有问题吗?

更新:这是完整的类,以防万一:https://www.hastebin.com/divazubero.cpp

最佳答案

问题是您的变量的类型为ScriptableObject,而不是类型为Biome

编译器必须在编译时确定要调用的重载。并且由于在编译时不知道运行时类型将是Biome,因此它会发出对==ScriptableObject运算符的调用。
如果该类没有重写的==运算符,则会调用object的运算符(它执行一个简单的ReferenceEquals当然是false)。

==运算符重载不是virtual

如果您在测试中使用特定类型Biome,它将按预期工作。

10-01 03:08