设计思路
- 定义
trait
:首先定义SceneEntity
trait,包含update
和render
方法。
- 默认
update
方法实现:在impl
块中为SceneEntity
trait实现默认的update
方法。通过if let
模式匹配不同的结构体类型,执行各自特定的逻辑。为了性能优化,避免在update
方法中进行不必要的内存分配和数据拷贝,尽量使用已有的数据结构和引用。
render
方法实现:利用Rust的借用检查机制,在render
方法中通过借用数据而非拷贝数据来完成渲染工作。
关键代码片段
// 定义SceneEntity trait
trait SceneEntity {
fn update(&mut self);
fn render(&self);
}
// Player结构体
struct Player {
// 玩家相关属性
position: (i32, i32),
}
// Enemy结构体
struct Enemy {
// 敌人相关属性
position: (i32, i32),
}
// Obstacle结构体
struct Obstacle {
// 障碍物相关属性
position: (i32, i32),
}
// 为SceneEntity trait实现默认的update方法
impl SceneEntity for dyn SceneEntity {
fn update(&mut self) {
if let Some(player) = self as *mut dyn SceneEntity as *mut Player as Option<&mut Player> {
// Player的update逻辑
player.position.0 += 1;
} else if let Some(enemy) = self as *mut dyn SceneEntity as *mut Enemy as Option<&mut Enemy> {
// Enemy的update逻辑
enemy.position.0 -= 1;
} else if let Some(obstacle) = self as *mut dyn SceneEntity as *mut Obstacle as Option<&mut Obstacle> {
// Obstacle的update逻辑
// 这里假设障碍物没有移动逻辑
}
}
fn render(&self) {
if let Some(player) = self as *const dyn SceneEntity as *const Player as Option<&Player> {
// Player的render逻辑,借用player数据
println!("Rendering Player at ({}, {})", player.position.0, player.position.1);
} else if let Some(enemy) = self as *const dyn SceneEntity as *const Enemy as Option<&Enemy> {
// Enemy的render逻辑,借用enemy数据
println!("Rendering Enemy at ({}, {})", enemy.position.0, enemy.position.1);
} else if let Some(obstacle) = self as *const dyn SceneEntity as *const Obstacle as Option<&Obstacle> {
// Obstacle的render逻辑,借用obstacle数据
println!("Rendering Obstacle at ({}, {})", obstacle.position.0, obstacle.position.1);
}
}
}
// 为Player实现SceneEntity trait
impl SceneEntity for Player {}
// 为Enemy实现SceneEntity trait
impl SceneEntity for Enemy {}
// 为Obstacle实现SceneEntity trait
impl SceneEntity for Obstacle {}