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Character.Skill.cs 4.4 kB

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  1. using Preparation.Utility;
  2. using Preparation.Interface;
  3. using System.Collections.Generic;
  4. using System;
  5. namespace GameClass.GameObj
  6. {
  7. public partial class Character
  8. {
  9. private readonly CharacterType characterType;
  10. public CharacterType CharacterType => characterType;
  11. private readonly IOccupation occupation;
  12. public IOccupation Occupation => occupation;
  13. private Dictionary<ActiveSkillType, int> timeUntilActiveSkillAvailable = new();
  14. public Dictionary<ActiveSkillType, int> TimeUntilActiveSkillAvailable => timeUntilActiveSkillAvailable;
  15. private Dictionary<ActiveSkillType, IActiveSkill> iActiveSkillDictionary = new();
  16. public Dictionary<ActiveSkillType, IActiveSkill> IActiveSkillDictionary => iActiveSkillDictionary;
  17. public IActiveSkill UseIActiveSkill(ActiveSkillType activeSkillType)
  18. {
  19. if (Occupation.ListOfIActiveSkill.Contains(activeSkillType))
  20. {
  21. return IActiveSkillDictionary[activeSkillType];
  22. }
  23. return new NullSkill();
  24. }
  25. public bool SetTimeUntilActiveSkillAvailable(ActiveSkillType activeSkillType, int timeUntilActiveSkillAvailable)
  26. {
  27. if (TimeUntilActiveSkillAvailable.ContainsKey(activeSkillType))
  28. {
  29. lock (gameObjLock)
  30. this.timeUntilActiveSkillAvailable[activeSkillType] = (timeUntilActiveSkillAvailable > 0) ? timeUntilActiveSkillAvailable : 0;
  31. return true;
  32. }
  33. return false;
  34. }
  35. public bool AddTimeUntilActiveSkillAvailable(ActiveSkillType activeSkillType, int addTimeUntilActiveSkillAvailable)
  36. {
  37. if (TimeUntilActiveSkillAvailable.ContainsKey(activeSkillType))
  38. {
  39. lock (gameObjLock)
  40. this.timeUntilActiveSkillAvailable[activeSkillType] = (timeUntilActiveSkillAvailable[activeSkillType] + addTimeUntilActiveSkillAvailable > 0) ? timeUntilActiveSkillAvailable[activeSkillType] + addTimeUntilActiveSkillAvailable : 0;
  41. return true;
  42. }
  43. return false;
  44. }
  45. public bool IsGhost()
  46. {
  47. return GameData.IsGhost(CharacterType);
  48. }
  49. protected Character(XY initPos, int initRadius, CharacterType characterType) :
  50. base(initPos, initRadius, GameObjType.Character)
  51. {
  52. this.place = PlaceType.Null;
  53. this.CanMove = true;
  54. this.score = 0;
  55. this.buffManager = new BuffManager();
  56. switch (characterType)
  57. {
  58. case CharacterType.Assassin:
  59. this.occupation = new Assassin();
  60. break;
  61. case CharacterType.Athlete:
  62. default:
  63. this.occupation = new Athlete();
  64. break;
  65. }
  66. this.MaxHp = Occupation.MaxHp;
  67. this.hp = Occupation.MaxHp;
  68. this.OrgMoveSpeed = Occupation.MoveSpeed;
  69. this.moveSpeed = Occupation.MoveSpeed;
  70. this.OrgCD = this.cd = BulletFactory.BulletCD(Occupation.InitBullet);
  71. this.maxBulletNum = Occupation.MaxBulletNum;
  72. this.bulletNum = maxBulletNum;
  73. this.bulletOfPlayer = Occupation.InitBullet;
  74. this.OriBulletOfPlayer = Occupation.InitBullet;
  75. this.concealment = Occupation.Concealment;
  76. this.alertnessRadius = Occupation.AlertnessRadius;
  77. this.ViewRange = Occupation.ViewRange;
  78. this.characterType = characterType;
  79. this.SpeedOfOpeningOrLocking = Occupation.TimeOfOpeningOrLocking;
  80. this.SpeedOfClimbingThroughWindows = Occupation.SpeedOfClimbingThroughWindows;
  81. this.SpeedOfOpenChest = Occupation.TimeOfOpenChest;
  82. foreach (var activeSkill in this.Occupation.ListOfIActiveSkill)
  83. {
  84. this.TimeUntilActiveSkillAvailable.Add(activeSkill, 0);
  85. this.IActiveSkillDictionary.Add(activeSkill, SkillFactory.FindIActiveSkill(activeSkill));
  86. }
  87. // UsePassiveSkill(); //创建player时开始被动技能,这一过程也可以放到gamestart时进行
  88. // 这可以放在AddPlayer中做
  89. Debugger.Output(this, "constructed!");
  90. }
  91. }
  92. }