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CommonSkill.cs 8.3 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using Preparation.GameData;
  6. using System;
  7. using Timothy.FrameRateTask;
  8. namespace GameClass.Skill
  9. {
  10. public class BecomeVampire : ICommonSkill //化身吸血鬼
  11. {
  12. private const int moveSpeed = GameData.basicMoveSpeed;
  13. public int MoveSpeed => moveSpeed;
  14. private const int maxHp = (int)(GameData.basicHp / 6 * 9.5);
  15. public int MaxHp => maxHp;
  16. private const int cd = GameData.basicCD;
  17. public int CD => cd;
  18. private const int maxBulletNum = GameData.basicBulletNum * 2 / 3;
  19. public int MaxBulletNum => maxBulletNum;
  20. // 以上参数以后再改
  21. public int SkillCD => GameData.commonSkillCD / 3 * 4;
  22. public int DurationTime => GameData.commonSkillTime;
  23. private readonly object commonSkillLock = new object();
  24. public object CommonSkillLock => commonSkillLock;
  25. public bool SkillEffect(Character player)
  26. {
  27. return CommonSkillFactory.SkillEffect(this, player, () =>
  28. {
  29. player.Vampire += 0.5;
  30. Debugger.Output(player, "becomes vampire!");
  31. },
  32. () =>
  33. {
  34. double tempVam = player.Vampire - 0.5;
  35. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  36. });
  37. }
  38. }
  39. public class BecomeAssassin : ICommonSkill //化身刺客,隐身
  40. {
  41. private const int moveSpeed = GameData.basicMoveSpeed / 3 * 5;
  42. public int MoveSpeed => moveSpeed;
  43. private const int maxHp = (int)(GameData.basicHp / 6 * 7.5);
  44. public int MaxHp => maxHp;
  45. private const int cd = GameData.basicCD;
  46. public int CD => cd;
  47. private const int maxBulletNum = GameData.basicBulletNum;
  48. public int MaxBulletNum => maxBulletNum;
  49. // 以上参数以后再改
  50. public int SkillCD => GameData.commonSkillCD;
  51. public int DurationTime => GameData.commonSkillTime / 10 * 6;
  52. private readonly object commonSkillLock = new object();
  53. public object CommonSkillLock => commonSkillLock;
  54. public bool SkillEffect(Character player)
  55. {
  56. return CommonSkillFactory.SkillEffect(this, player, () =>
  57. {
  58. player.IsInvisible = true;
  59. Debugger.Output(player, "uses atombomb!");
  60. },
  61. () => { player.IsInvisible = false; });
  62. }
  63. }
  64. public class NuclearWeapon : ICommonSkill //核武器
  65. {
  66. private const int moveSpeed = GameData.basicMoveSpeed / 3 * 4;
  67. public int MoveSpeed => moveSpeed;
  68. private const int maxHp = GameData.basicHp;
  69. public int MaxHp => maxHp;
  70. private const int cd = GameData.basicCD;
  71. public int CD => cd;
  72. private const int maxBulletNum = GameData.basicBulletNum * 2 / 3;
  73. public int MaxBulletNum => maxBulletNum;
  74. // 以上参数以后再改
  75. public int SkillCD => GameData.commonSkillCD / 3 * 7;
  76. public int DurationTime => GameData.commonSkillTime / 10;
  77. private readonly object commonSkillLock = new object();
  78. public object CommonSkillLock => commonSkillLock;
  79. public bool SkillEffect(Character player)
  80. {
  81. return CommonSkillFactory.SkillEffect(this, player, () =>
  82. {
  83. player.BulletOfPlayer = BulletType.AtomBomb;
  84. Debugger.Output(player, "uses atombomb!");
  85. },
  86. () => { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  87. }
  88. }
  89. public class SuperFast : ICommonSkill //3倍速
  90. {
  91. private const int moveSpeed = GameData.basicMoveSpeed * 4 / 3;
  92. public int MoveSpeed => moveSpeed;
  93. private const int maxHp = GameData.basicHp / 6 * 4;
  94. public int MaxHp => maxHp;
  95. private const int cd = GameData.basicCD;
  96. public int CD => cd;
  97. private const int maxBulletNum = GameData.basicBulletNum * 4 / 3;
  98. public int MaxBulletNum => maxBulletNum;
  99. // 以上参数以后再改
  100. public int SkillCD => GameData.commonSkillCD;
  101. public int DurationTime => GameData.commonSkillTime / 10 * 4;
  102. private readonly object commonSkillLock = new object();
  103. public object CommonSkillLock => commonSkillLock;
  104. public bool SkillEffect(Character player)
  105. {
  106. return CommonSkillFactory.SkillEffect(this, player, () =>
  107. {
  108. player.AddMoveSpeed(this.DurationTime, 3.0);
  109. Debugger.Output(player, "moves very fast!");
  110. },
  111. () => { });
  112. }
  113. }
  114. public class NoCommonSkill : ICommonSkill //这种情况不该发生,定义着以防意外
  115. {
  116. private const int moveSpeed = GameData.basicMoveSpeed;
  117. public int MoveSpeed => moveSpeed;
  118. private const int maxHp = GameData.basicHp;
  119. public int MaxHp => maxHp;
  120. private const int cd = GameData.basicCD;
  121. public int CD => cd;
  122. private const int maxBulletNum = GameData.basicBulletNum;
  123. public int MaxBulletNum => maxBulletNum;
  124. // 以上参数以后再改
  125. public int SkillCD => GameData.commonSkillCD;
  126. public int DurationTime => GameData.commonSkillTime;
  127. private readonly object commonSkillLock = new object();
  128. public object CommonSkillLock => commonSkillLock;
  129. public bool SkillEffect(Character player)
  130. {
  131. return false;
  132. }
  133. }
  134. public static class CommonSkillFactory
  135. {
  136. public static bool SkillEffect(ICommonSkill commonSkill, Character player, Action startSkill, Action endSkill)
  137. {
  138. lock (commonSkill.CommonSkillLock)
  139. {
  140. if (player.TimeUntilCommonSkillAvailable == 0)
  141. {
  142. player.TimeUntilCommonSkillAvailable = commonSkill.SkillCD;
  143. new Thread
  144. (() =>
  145. {
  146. startSkill();
  147. new FrameRateTaskExecutor<int>
  148. (
  149. () => !player.IsResetting,
  150. () =>
  151. {
  152. player.TimeUntilCommonSkillAvailable -= (int)GameData.frameDuration;
  153. },
  154. timeInterval: GameData.frameDuration,
  155. () => 0,
  156. maxTotalDuration: (long)(commonSkill.DurationTime)
  157. )
  158. {
  159. AllowTimeExceed = true,
  160. MaxTolerantTimeExceedCount = ulong.MaxValue,
  161. }.Start();
  162. endSkill();
  163. Debugger.Output(player, "return to normal.");
  164. new FrameRateTaskExecutor<int>
  165. (
  166. () => player.TimeUntilCommonSkillAvailable > 0 && !player.IsResetting,
  167. () =>
  168. {
  169. player.TimeUntilCommonSkillAvailable -= (int)GameData.frameDuration;
  170. },
  171. timeInterval: GameData.frameDuration,
  172. () => 0,
  173. maxTotalDuration: (long)(commonSkill.SkillCD - commonSkill.DurationTime)
  174. )
  175. {
  176. AllowTimeExceed = true,
  177. MaxTolerantTimeExceedCount = ulong.MaxValue,
  178. }.Start();
  179. player.TimeUntilCommonSkillAvailable = 0;
  180. Debugger.Output(player, "CommonSkill is ready.");
  181. }
  182. )
  183. { IsBackground = true }.Start();
  184. return true;
  185. }
  186. else
  187. {
  188. Debugger.Output(player, "CommonSkill is cooling down!");
  189. return false;
  190. }
  191. }
  192. }
  193. }
  194. }