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Bullet.cs 4.3 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. namespace GameClass.GameObj
  5. {
  6. public abstract class Bullet : ObjOfCharacter
  7. {
  8. /// <summary>
  9. /// //攻击力
  10. /// </summary>
  11. public abstract double BulletBombRange { get; }
  12. public abstract double BulletAttackRange { get; }
  13. public abstract int AP { get; set; }
  14. public abstract int Speed { get; }
  15. public abstract bool IsRemoteAttack { get; }
  16. public abstract int CastTime { get; }
  17. public abstract int Backswing { get; }
  18. public abstract int RecoveryFromHit { get; }
  19. public abstract int CD { get; }
  20. public abstract int MaxBulletNum { get; }
  21. private readonly bool hasSpear;
  22. /// <summary>
  23. /// 是否有矛
  24. /// </summary>
  25. public bool HasSpear => hasSpear;
  26. /// <summary>
  27. /// 与THUAI4不同的一个攻击判定方案,通过这个函数判断爆炸时能否伤害到target
  28. /// </summary>
  29. /// <param name="target">被尝试攻击者</param>
  30. /// <returns>是否可以攻击到</returns>
  31. public abstract bool CanAttack(GameObj target);
  32. public abstract bool CanBeBombed(GameObjType gameObjType);
  33. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  34. {
  35. if (targetObj == Parent && CanMove) return true;
  36. if (targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet)
  37. return true;
  38. return false;
  39. }
  40. public Bullet(Character player, int radius, PlaceType placeType, XY Position) :
  41. base(Position, radius, GameObjType.Bullet)
  42. {
  43. this.place = placeType;
  44. this.CanMove = true;
  45. this.moveSpeed = this.Speed;
  46. this.hasSpear = player.TryUseSpear();
  47. this.Parent = player;
  48. }
  49. public override bool IsRigid => true; // 默认为true
  50. public override ShapeType Shape => ShapeType.Circle; // 默认为圆形
  51. public abstract BulletType TypeOfBullet { get; }
  52. }
  53. public static class BulletFactory
  54. {
  55. public static Bullet? GetBullet(Character character, PlaceType place, XY pos)
  56. {
  57. switch (character.BulletOfPlayer)
  58. {
  59. case BulletType.FlyingKnife:
  60. return new FlyingKnife(character, place, pos);
  61. case BulletType.CommonAttackOfGhost:
  62. return new CommonAttackOfGhost(character, place, pos);
  63. case BulletType.JumpyDumpty:
  64. return new JumpyDumpty(character, place, pos);
  65. case BulletType.BombBomb:
  66. return new BombBomb(character, place, pos);
  67. default:
  68. return null;
  69. }
  70. }
  71. public static int BulletRadius(BulletType bulletType)
  72. {
  73. switch (bulletType)
  74. {
  75. case BulletType.FlyingKnife:
  76. default:
  77. return GameData.bulletRadius;
  78. }
  79. }
  80. public static int BulletCD(BulletType bulletType)
  81. {
  82. switch (bulletType)
  83. {
  84. case BulletType.CommonAttackOfGhost:
  85. return CommonAttackOfGhost.cd;
  86. case BulletType.FlyingKnife:
  87. return FlyingKnife.cd;
  88. case BulletType.BombBomb:
  89. return BombBomb.cd;
  90. case BulletType.JumpyDumpty:
  91. return JumpyDumpty.cd;
  92. default:
  93. return GameData.basicCD;
  94. }
  95. }
  96. public static int BulletNum(BulletType bulletType)
  97. {
  98. switch (bulletType)
  99. {
  100. case BulletType.CommonAttackOfGhost:
  101. return CommonAttackOfGhost.maxBulletNum;
  102. case BulletType.FlyingKnife:
  103. return FlyingKnife.maxBulletNum;
  104. case BulletType.BombBomb:
  105. return BombBomb.maxBulletNum;
  106. case BulletType.JumpyDumpty:
  107. return JumpyDumpty.maxBulletNum;
  108. default:
  109. return 0;
  110. }
  111. }
  112. }
  113. }