怎么用.net制作抽奖程序-创新互联
这篇文章主要介绍“怎么用.net制作抽奖程序”,在日常操作中,相信很多人在怎么用.net制作抽奖程序问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”怎么用.net制作抽奖程序”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
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<%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %>加权随机
Default.aspx.cs
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class _Default : System.Web.UI.Page { //:<名称:权重> public Dictionary Goods = new Dictionary (); public int TotalWeight = 0; public class Good { /// /// 名称 /// public string Name { get; set; } ////// 权重(大于等于1,否则出现的可能性为0) /// public int Weight { get; set; } } public ListResult = new List (); protected void Page_Load(object sender, EventArgs e) { } /// /// 初始化装备 俺是《梦三国》玩家,嘿嘿 /// protected void InitGoods() { Goods.Clear(); TotalWeight = 0; Goods.Add("寒冰爪", 2); //神器(拳爪类) Goods.Add("重毛皮", 300); Goods.Add("小毛皮", 1000); Goods.Add("轻毛皮", 1000); Goods.Add("神之防具打造书", 5); Goods.Add("传说武器打造书", 20); Goods.Add("紫檀树枝", 300); Goods.Add("硬毛皮", 600); Goods.Add("勾魂水晶", 8); Goods.Add("真龙炙舞剑", 30); Goods.Add("董卓勾魂", 1); //神器中的神器(长柄类) foreach (KeyValuePairkvp in Goods) { TotalWeight += kvp.Value; } } /// /// 初始化餐厅,公司楼下餐厅比较多,只写几个,意思意思。。。 /// protected void InitFood() { Goods.Clear(); TotalWeight = 0; Goods.Add("清真兰州", 1); Goods.Add("长安客", 1); Goods.Add("迎客松", 1); Goods.Add("吉祥混沌", 1); foreach (KeyValuePairkvp in Goods) { TotalWeight += kvp.Value; } } protected int GetTryParse() { try { return int.Parse(txtNum.Text); } catch { return 1; } } //开始抽奖(装备) protected void btnRandom_Click(object sender, EventArgs e) { InitGoods(); lblResult.Text = lblResult.Text + "
"; int Count = GetTryParse(); for (int i = 1; i <= Count; i++) { Random rdm = new Random(GetRandomSeed()); int Weight = rdm.Next(1, TotalWeight + 1); ProduceResult(Weight); } foreach (KeyValuePairkvp in Goods) { int c = Result.Count(d => d.Name == kvp.Key); double rate = c * 1.0 / Count * 1.0 * 100; lblResult.Text = lblResult.Text + "物品名称:" + kvp.Key + " 权重:" + kvp.Value + " 暴出次数:" + c.ToString() + " 暴出率:" + rate + "%
"; } } //开始抽奖(餐厅) protected void btnRandomFood_Click(object sender, EventArgs e) { InitFood(); lblResult.Text = lblResult.Text + "
"; int Count = GetTryParse(); for (int i = 1; i <= Count; i++) { Random rdm = new Random(GetRandomSeed()); int Weight = rdm.Next(1, TotalWeight + 1); ProduceResult(Weight); } foreach (KeyValuePairkvp in Goods) { int c = Result.Count(d => d.Name == kvp.Key); double rate = c * 1.0 / Count * 1.0 * 100; lblResult.Text = lblResult.Text + "餐厅名称:" + kvp.Key + " 权重:" + kvp.Value + " 暴出次数:" + c.ToString() + " 暴出率:" + rate + "%
"; } } ////// 根据随机权重判断所在范围 /// /// protected void ProduceResult(int Weight) { int min = 1; int max = 1; foreach (KeyValuePairkvp in Goods) { max = min + kvp.Value - 1; if (Weight >= min && Weight <= max) { Good g = new Good(); g.Name = kvp.Key; g.Weight = kvp.Value; Result.Add(g); return; } min = max + 1; } } /// /// 随机种子值(防止速度过快造成的重复) /// ///private static int GetRandomSeed() { byte[] bytes = new byte[4]; System.Security.Cryptography.RNGCryptoServiceProvider rng = new System.Security.Cryptography.RNGCryptoServiceProvider(); rng.GetBytes(bytes); return BitConverter.ToInt32(bytes, 0); } //清屏操作 protected void btnClear_Click(object sender, EventArgs e) { lblResult.Text = ""; } }
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