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Question by JoshuaHodkinson · Aug 26, 2014 at 07:13 AM · c#

C# Dictionary Init

As a new programmer I was curious if there was a nicer/better/more efficient e.t.c. way to achieve this same end?

 public class Attributes_Base : MonoBehaviour {
 
     [SerializeField]
     private Dictionary<RPG.Attribute, int> attributes = new Dictionary<RPG.Attribute, int>();
 
     protected virtual void Start() {
         attributes.Add(RPG.Attribute.Constitution, 10);
         attributes.Add(RPG.Attribute.Strength, 10);
         attributes.Add(RPG.Attribute.Endurance, 10);
         attributes.Add(RPG.Attribute.Dexterity, 10);
         attributes.Add(RPG.Attribute.Agility, 10);
         attributes.Add(RPG.Attribute.Knowledge, 10);
         attributes.Add(RPG.Attribute.Charisma, 10);
         attributes.Add(RPG.Attribute.Luck, 10);
     }
 
     public void SetAttributeValue(RPG.Attribute attribute, int value) {
         attributes[attribute] = value;
     }
 
     public void AdjustAttributeValue(RPG.Attribute attribute, int value) {
         attributes[attribute] += value;
     }
 
     public int GetAttributeValue(RPG.Attribute attribue) {
         return attributes[attribue];
     }
 }



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Answer by tanoshimi · Aug 26, 2014 at 07:18 AM

You can make your code marginally less verbose by initialising and populating the Dictionary at the same time, using this syntax:

 private Dictionary<RPG.Attribute, int> attributes;

 protected virtual void Start() {

   attributes = new Dictionary<RPG.Attribute, int>() {
     {RPG.Attribute.Constitution, 10},
     {RPG.Attribute.Strength, 10},
     {RPG.Attribute.Endurance, 10},
     {RPG.Attribute.Dexterity, 10},
     {RPG.Attribute.Agility, 10},
     {RPG.Attribute.Knowledge, 10},
     {RPG.Attribute.Charisma, 10},
     {RPG.Attribute.Luck, 10},
   };
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avatar image JoshuaHodkinson · Aug 26, 2014 at 07:40 AM 0
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That's one good improvement, thanks.

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Answer by NeverEndingPrjct · Aug 26, 2014 at 09:22 AM

im new with this engine,but i know c# ... so use ALWAYS Gernerics, the non gernirc versions have alwasy lower performance...(packing and unpacking cost performance)

What u write looks like Java,becase there u have to write getter and setter funktions, IN C# are accesors implemnted,(thats the better option).Im a bit confuised that noone rely use this in unity.

so how does this look like ?

 int AttributeValue {
     set{
          if (value < 0) return;
          attributs[AttributValue] = value;
     }
     get {
          return attributs[AttributValue];
     }
 }


for example it can look lie this...

Now u can acces thefield with object.AttributValue = NewValue for example

get & set accesors are like funktions,so u can implement more stuff then me

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avatar image NeverEndingPrjct · Aug 26, 2014 at 09:49 AM 0
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or u can use a dynamic object

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