我正在写游戏。在C ++中,我会将所有实体类存储在BaseEntity类的数组中。如果一个实体需要在世界范围内移动,它将是一个PhysEntity,它是从BaseEntity派生而来的,但具有附加的方法。我试图模仿这是去:
package main
type Entity interface {
a() string
}
type PhysEntity interface {
Entity
b() string
}
type BaseEntity struct { }
func (e *BaseEntity) a() string { return "Hello " }
type BasePhysEntity struct { BaseEntity }
func (e *BasePhysEntity) b() string { return " World!" }
func main() {
physEnt := PhysEntity(new(BasePhysEntity))
entity := Entity(physEnt)
print(entity.a())
original := PhysEntity(entity)
// ERROR on line above: cannot convert physEnt (type PhysEntity) to type Entity:
println(original.b())
}
这将无法编译,因为它无法告知“实体”是PhysEntity。有什么方法可以替代此方法?