CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • 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
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - 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
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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  1. C# Language
  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