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- using Preparation.Interface;
- using Preparation.Utility;
- using System.Threading;
-
- namespace GameClass.GameObj
- {
- /// <summary>
- /// 一切游戏元素的总基类,与THUAI4不同,继承IMoveable接口(出于一切物体其实都是可运动的指导思想)——LHR
- /// </summary>
- public abstract class GameObj : IMoveable
- {
- protected readonly object gameObjLock = new();
- /// <summary>
- /// 可移动物体专用锁
- /// </summary>
- public object MoveLock => gameObjLock;
-
- protected readonly XY birthPos;
-
- private GameObjType type;
- public GameObjType Type => type;
-
- private static long currentMaxID = 0; // 目前游戏对象的最大ID
- public const long invalidID = long.MaxValue; // 无效的ID
- public const long noneID = long.MinValue;
- public long ID { get; }
-
- private XY position;
- public XY Position
- {
- get => position;
- protected
- set
- {
- lock (gameObjLock)
- {
- position = value;
- }
- }
- }
- public abstract bool IsRigid { get; }
-
- private XY facingDirection = new(1, 0);
- public XY FacingDirection
- {
- get => facingDirection;
- set
- {
- lock (gameObjLock)
- facingDirection = value;
- }
- }
- public abstract ShapeType Shape { get; }
-
- private bool canMove;
- public bool CanMove
- {
- get => canMove;
- set
- {
- lock (gameObjLock)
- {
- canMove = value;
- }
- }
- }
-
- private bool isMoving;
- public bool IsMoving
- {
- get => isMoving;
- set
- {
- lock (gameObjLock)
- {
- isMoving = value;
- }
- }
- }
-
- private bool isResetting;
- public bool IsResetting
- {
- get => isResetting;
- set
- {
- lock (gameObjLock)
- {
- isResetting = value;
- }
- }
- }
- public bool IsAvailable => !IsMoving && CanMove && !IsResetting; // 是否能接收指令
- public int Radius { get; }
-
- private PlaceType place;
- public PlaceType Place
- {
- get => place;
- set
- {
- lock (gameObjLock)
- {
- place = value;
- }
- }
- }
- protected int moveSpeed;
- /// <summary>
- /// 移动速度
- /// </summary>
- public int MoveSpeed
- {
- get => moveSpeed;
- set
- {
- lock (gameObjLock)
- {
- moveSpeed = value;
- }
- }
- }
- /// <summary>
- /// 原初移动速度
- /// </summary>
- public int OrgMoveSpeed { get; protected set; }
-
- // 移动,改变坐标
- public long Move(XY moveVec)
- {
- lock (gameObjLock)
- {
- FacingDirection = moveVec;
- this.Position += moveVec;
- }
- return (long)(moveVec * moveVec);
- }
- /// <summary>
- /// 设置位置
- /// </summary>
- /// <param name="newpos">新位置</param>
- public void SetPosition(XY newpos)
- {
- Position = newpos;
- }
- /// <summary>
- /// 设置移动速度
- /// </summary>
- /// <param name="newMoveSpeed">新速度</param>
- public void SetMoveSpeed(int newMoveSpeed)
- {
- MoveSpeed = newMoveSpeed;
- }
- /// <summary>
- /// 复活时数据重置
- /// </summary>
- public virtual void Reset()
- {
- lock (gameObjLock)
- {
- facingDirection = new XY(1, 0);
- isMoving = false;
- canMove = false;
- isResetting = true;
- this.position = birthPos;
- }
- }
- /// <summary>
- /// 为了使IgnoreCollide多态化并使GameObj能不报错地继承IMoveable
- /// 在xfgg点播下设计了这个抽象辅助方法,在具体类中实现
- /// </summary>
- /// <returns> 依具体类及该方法参数而定,默认为false </returns>
- protected virtual bool IgnoreCollideExecutor(IGameObj targetObj) => false;
-
- bool IMoveable.IgnoreCollide(IGameObj targetObj) => IgnoreCollideExecutor(targetObj);
- public GameObj(XY initPos, int initRadius, PlaceType initPlace, GameObjType initType)
- {
- this.Position = this.birthPos = initPos;
- this.Radius = initRadius;
- this.place = initPlace;
- this.type = initType;
- ID = Interlocked.Increment(ref currentMaxID);
- }
- }
- }
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