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ISkill.cs 7.3 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. namespace Preparation.Interface
  4. {
  5. public interface ISkill
  6. {
  7. }
  8. public interface IPassiveSkill : ISkill
  9. {
  10. }
  11. public interface IActiveSkill : ISkill
  12. {
  13. public int SkillCD { get; }
  14. public int DurationTime { get; } //技能持续时间
  15. public object ActiveSkillLock { get; }
  16. public bool IsBeingUsed { get; set; }
  17. }
  18. }
  19. public class CanBeginToCharge : IActiveSkill
  20. {
  21. public int SkillCD => GameData.commonSkillCD * 24 / 30;
  22. public int DurationTime => GameData.commonSkillTime * 5 / 10;
  23. private readonly object commonSkillLock = new object();
  24. public object ActiveSkillLock => commonSkillLock;
  25. public bool isBeingUsed = false;
  26. public bool IsBeingUsed
  27. {
  28. get => isBeingUsed; set => isBeingUsed = value;
  29. }
  30. }
  31. public class BecomeInvisible : IActiveSkill
  32. {
  33. public int SkillCD => GameData.commonSkillCD;
  34. public int DurationTime => GameData.commonSkillTime * 6 / 10;
  35. private readonly object commonSkillLock = new object();
  36. public object ActiveSkillLock => commonSkillLock;
  37. public bool isBeingUsed = false;
  38. public bool IsBeingUsed
  39. {
  40. get => isBeingUsed; set => isBeingUsed = value;
  41. }
  42. }
  43. public class Punish : IActiveSkill
  44. {
  45. public int SkillCD => GameData.commonSkillCD;
  46. public int DurationTime => 0;
  47. private readonly object commonSkillLock = new object();
  48. public object ActiveSkillLock => commonSkillLock;
  49. public bool isBeingUsed = false;
  50. public bool IsBeingUsed
  51. {
  52. get => isBeingUsed; set => isBeingUsed = value;
  53. }
  54. }
  55. public class Rouse : IActiveSkill
  56. {
  57. public int SkillCD => GameData.commonSkillCD;
  58. public int DurationTime => 0;
  59. private readonly object commonSkillLock = new object();
  60. public object ActiveSkillLock => commonSkillLock;
  61. public bool isBeingUsed = false;
  62. public bool IsBeingUsed
  63. {
  64. get => isBeingUsed; set => isBeingUsed = value;
  65. }
  66. }
  67. public class Howl : IActiveSkill
  68. {
  69. public int SkillCD => GameData.commonSkillCD * 3 / 4;
  70. public int DurationTime => 0;
  71. private readonly object commonSkillLock = new object();
  72. public object ActiveSkillLock => commonSkillLock;
  73. public bool isBeingUsed = false;
  74. public bool IsBeingUsed
  75. {
  76. get => isBeingUsed; set => isBeingUsed = value;
  77. }
  78. }
  79. public class JumpyBomb : IActiveSkill
  80. {
  81. public int SkillCD => GameData.commonSkillCD / 2;
  82. public int DurationTime => GameData.commonSkillTime * 3 / 10;
  83. private readonly object commonSkillLock = new object();
  84. public object ActiveSkillLock => commonSkillLock;
  85. public bool isBeingUsed = false;
  86. public bool IsBeingUsed
  87. {
  88. get => isBeingUsed; set => isBeingUsed = value;
  89. }
  90. }
  91. public class UseKnife : IActiveSkill
  92. {
  93. public int SkillCD => GameData.commonSkillCD * 2 / 3;
  94. public int DurationTime => GameData.commonSkillTime / 10;
  95. private readonly object commonSkillLock = new object();
  96. public object ActiveSkillLock => commonSkillLock;
  97. public bool isBeingUsed = false;
  98. public bool IsBeingUsed
  99. {
  100. get => isBeingUsed; set => isBeingUsed = value;
  101. }
  102. }
  103. public class UseRobot : IActiveSkill
  104. {
  105. public int SkillCD => GameData.frameDuration;
  106. public int DurationTime => 0;
  107. private readonly object commonSkillLock = new object();
  108. public object ActiveSkillLock => commonSkillLock;
  109. public bool isBeingUsed = false;
  110. public bool IsBeingUsed
  111. {
  112. get => isBeingUsed; set => isBeingUsed = value;
  113. }
  114. }
  115. public class WriteAnswers : IActiveSkill
  116. {
  117. public int SkillCD => GameData.commonSkillCD;
  118. public int DurationTime => 0;
  119. private readonly object commonSkillLock = new object();
  120. public object ActiveSkillLock => commonSkillLock;
  121. private int degreeOfMeditation = 0;
  122. public int DegreeOfMeditation
  123. {
  124. get => degreeOfMeditation;
  125. set
  126. {
  127. lock (commonSkillLock)
  128. {
  129. degreeOfMeditation = value;
  130. }
  131. }
  132. }
  133. public bool isBeingUsed = false;
  134. public bool IsBeingUsed
  135. {
  136. get => isBeingUsed; set => isBeingUsed = value;
  137. }
  138. }
  139. public class SummonGolem : IActiveSkill
  140. {
  141. public int SkillCD => GameData.commonSkillCD;
  142. public int DurationTime => 0;
  143. private readonly object commonSkillLock = new object();
  144. public object ActiveSkillLock => commonSkillLock;
  145. private IGolem? golemSummoned = null;
  146. public IGolem? GolemSummoned
  147. {
  148. get => golemSummoned;
  149. set
  150. {
  151. lock (commonSkillLock)
  152. {
  153. golemSummoned = value;
  154. }
  155. }
  156. }
  157. public bool isBeingUsed = false;
  158. public bool IsBeingUsed
  159. {
  160. get => isBeingUsed; set => isBeingUsed = value;
  161. }
  162. }
  163. public class NullSkill : IActiveSkill
  164. {
  165. public int SkillCD => GameData.commonSkillCD;
  166. public int DurationTime => GameData.commonSkillTime;
  167. private readonly object commonSkillLock = new object();
  168. public object ActiveSkillLock => commonSkillLock;
  169. public bool isBeingUsed = false;
  170. public bool IsBeingUsed
  171. {
  172. get => isBeingUsed; set => isBeingUsed = false;
  173. }
  174. }
  175. public static class SkillFactory
  176. {
  177. public static IActiveSkill FindIActiveSkill(ActiveSkillType activeSkillType)
  178. {
  179. switch (activeSkillType)
  180. {
  181. case ActiveSkillType.BecomeInvisible:
  182. return new BecomeInvisible();
  183. case ActiveSkillType.UseKnife:
  184. return new UseKnife();
  185. case ActiveSkillType.Howl:
  186. return new Howl();
  187. case ActiveSkillType.CanBeginToCharge:
  188. return new CanBeginToCharge();
  189. case ActiveSkillType.Punish:
  190. return new Punish();
  191. case ActiveSkillType.JumpyBomb:
  192. return new JumpyBomb();
  193. case ActiveSkillType.WriteAnswers:
  194. return new WriteAnswers();
  195. case ActiveSkillType.SummonGolem:
  196. return new SummonGolem();
  197. case ActiveSkillType.UseRobot:
  198. return new UseRobot();
  199. case ActiveSkillType.Rouse:
  200. return new Rouse();
  201. default:
  202. return new NullSkill();
  203. }
  204. }
  205. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  206. {
  207. switch (ActiveSkill)
  208. {
  209. case BecomeInvisible:
  210. return ActiveSkillType.BecomeInvisible;
  211. case Howl:
  212. return ActiveSkillType.Howl;
  213. case UseKnife:
  214. return ActiveSkillType.UseKnife;
  215. case CanBeginToCharge:
  216. return ActiveSkillType.CanBeginToCharge;
  217. case Punish:
  218. return ActiveSkillType.Punish;
  219. case JumpyBomb:
  220. return ActiveSkillType.JumpyBomb;
  221. case WriteAnswers:
  222. return ActiveSkillType.WriteAnswers;
  223. case SummonGolem:
  224. return ActiveSkillType.SummonGolem;
  225. case UseRobot:
  226. return ActiveSkillType.UseRobot;
  227. case Rouse:
  228. return ActiveSkillType.Rouse;
  229. default:
  230. return ActiveSkillType.Null;
  231. }
  232. }
  233. }