CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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  1. Computing Concepts
  2. C# Language

Switch-Case

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Last updated 5 years ago

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The switch statement is a control structure that is similar to using a set of if, else-if blocks, where the control of logic is controlled by a test condition that is compared to one or more case labels.

Details: In many languages, the values that can be used for the test condition must be integral values such as int, char, or enum. C# also allows the use of strings for case-label values. The test condition is compared against the case-label values that each have a constant value.

One benefit of switch statements, when compared to nested if, else-if blocks, is that switch statements have a clear logical structure which is easy to understand and to extend by adding new case sections.

Example:

int testValue = 1;
switch (testValue)
{
    case 1:
        Debug.Log("Case 1");
        break;
    case 2: 
    case 3:  
        Debug.Log("Case 2 and 3");
        break;
    case 4:
        Debug.Log("Case 4");
        break;
    default:
       Debug.Log("Default case");
        break;
} // end of switch

In C#, we must add break statements to insure that the code does not fall through all statements to hit the end of the switch statement. We should always add a default: case for debugging, the default case will execute if none of the other case sections have matched the switch test value then execution will fall through to the default case, we should include debugging output so we're aware that the switch - testValue didn't match any of the case label values.

In the code section above, we can see a match with case 2 label does not have any individual case statements to be executed, instead, the execution will progress to the statements inside case 3 since there is no break statement in case 2 to cause execution to jump out of the entire switch statement. This structure of having several case labels grouped together that correspond to one set of statements to be executed (the case 3 statements), is very useful when checking character input, where case 'a': and case 'A' both correspond to a single block of code to be executed.

Equivalency with If-else Statement

The switch statement code above is equivalent to the following if, else-if structure:

if( testValue == 1){
     Debug.Log("Case 1");
}
else if( testVal == 2 || testVal == 3){
    Debug.Log("Case 2 and 3");
}
else if(testVal ==4){
    Debug.Log("Case 4");
}
else{
    Debug.Log("Default case");
}

The code above can be changed to use a switch structure because the test for each if-else condition is always testing against a single variable: testValue, and the comparison value is always a constant value, rather than an expression which must first be evaluated. A switch statement can always be transformed into an if, if-else statement but the reverse is not always true, not every if, else-if statement can be converted to an equivalent switch statement.

MSDN Reference