Unity3D开发-C#语言进阶篇(面向对象之继承应用详解)

  class Program
    {
        static void Main(string[] args)
        {

            //定义一个球类,利用封装的特性,封装出球类的特征与行为,同时给其定义多个构造方法;
            //再定义一个篮球类,继承球类,给篮球类定义多个构造方法,
            //在篮球类中显示调用父类的构造方法,以及自己的其他构造方法,
            //在篮球类的ShowFulei方法里面调用父类的某一个属性,以及父类的体积方法,设计此程序�;

            Sphere sph = new Sphere();//实例化球体,不带参

            Sphere sph1 = new Sphere(6);//实例化球体,带参;

            Basketball basket = new Basketball();//实例化篮球,不带参 首先调用父类不带参

            Basketball basket1 = new Basketball("乔丹篮球");//实例化篮球,带参  首先调用父类带参

            basket.ShowFulei(10);//调用计算体积的方法,传参去修改父类属性;

            basket.Show();//显示同名方法

            Console.ReadKey(); 
        }
    }
class Sphere
    {
        //定义一个球类,利用封装的特性,封装出球类的特征与行为,
        //同时给其定义多个构造方法;
        private string name;
        private double weight;
        private double  r;
        private double perimeter;
        private double area;
        private double volume;

        public double R {
           set  { if (value > 0)
                {
                    r = value;
                }
                else {
                    r = 0;
                } }
            get { return r; }
        }

        public string Name
        {
            set
            {
                
                    name = value;
             
            }
            get { return name; }
        }

        public double Weight
        {
            set
            {
                if (value > 0)
                {
                    weight = value;
                }
                else
                {
                    weight = 0;
                }
            }
            get { return weight; }
        }
        public void Roll() {

            Console.WriteLine(Name +"滚动起来了!");
        }

        public void Beat() {
            Console.WriteLine(Name+"被拍打!");
        }

        public Sphere() {
            R = 5;
            perimeter = 2 * Math.PI * R;
            Console.WriteLine("这是不传参的父类构造函数!\n计算周长:{0}\n",perimeter);

        }

        public Sphere(double _r) {
            this.R = _r;
            area = Math.PI * R * R;
            Console.WriteLine("这是带参的父类构造函数!\n计算面积:{0}\n",area);

        }

        public double SphereVolume() {//计算球体体积的方法
            volume = Math.PI * R * R * R;
            return volume;
            
        }

        public void ShowBall() {
            Console.WriteLine("这个球是父类显示同名方法!");

        }
    }
 class Basketball:Sphere
    {//再定义一个篮球类,继承球类,给篮球类定义多个构造方法,
        //在篮球类中显示调用父类的构造方法,以及自己的其他构造方法,
        //在篮球类的ShowFulei方法里面调用父类的某一个属性,以及父类的体积方法,设计此程序�;

        public Basketball():base(1) {
            this.Name = "";
            this.R = 5;
            this.Weight = 80;
            Console.WriteLine("这是子类的不带参的构造函数!");
        }

      

        public Basketball(string _name):base(6) {

            this.Name = _name;
            this.Roll();//调用父类的函数;
            Console.WriteLine("这是子类的带参构造函数!");
        }

        public void ShowFulei(double r_) {
            this.R = r_;
           double volume= this.SphereVolume();
            Console.WriteLine("体积是:{0}\n",volume);
        }

        public void ShowBall() {

            Console.WriteLine("这个球是子类显示同名方法!");
        }

        public void Show()
        {
            Console.WriteLine("以下是调用父类\\子类的显示方法!");
            this.ShowBall();
            base.ShowBall();

        }
    
    }
}

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