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CommonSkill.cs 9.6 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. () =>
  62. { player.IsInvisible = false; });
  63. }
  64. }
  65. public class NuclearWeapon : ICommonSkill // 核武器
  66. {
  67. private const int moveSpeed = GameData.basicMoveSpeed / 3 * 4;
  68. public int MoveSpeed => moveSpeed;
  69. private const int maxHp = GameData.basicHp;
  70. public int MaxHp => maxHp;
  71. private const int cd = GameData.basicCD;
  72. public int CD => cd;
  73. private const int maxBulletNum = GameData.basicBulletNum * 2 / 3;
  74. public int MaxBulletNum => maxBulletNum;
  75. // 以上参数以后再改
  76. public int SkillCD => GameData.commonSkillCD / 3 * 7;
  77. public int DurationTime => GameData.commonSkillTime / 10;
  78. private readonly object commonSkillLock = new object();
  79. public object CommonSkillLock => commonSkillLock;
  80. public bool SkillEffect(Character player)
  81. {
  82. return CommonSkillFactory.SkillEffect(this, player, () =>
  83. {
  84. player.BulletOfPlayer = BulletType.AtomBomb;
  85. Debugger.Output(player, "uses atombomb!");
  86. },
  87. () =>
  88. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  89. }
  90. }
  91. public class SuperFast : ICommonSkill // 3倍速
  92. {
  93. private const int moveSpeed = GameData.basicMoveSpeed * 4 / 3;
  94. public int MoveSpeed => moveSpeed;
  95. private const int maxHp = GameData.basicHp / 6 * 4;
  96. public int MaxHp => maxHp;
  97. private const int cd = GameData.basicCD;
  98. public int CD => cd;
  99. private const int maxBulletNum = GameData.basicBulletNum * 4 / 3;
  100. public int MaxBulletNum => maxBulletNum;
  101. // 以上参数以后再改
  102. public int SkillCD => GameData.commonSkillCD;
  103. public int DurationTime => GameData.commonSkillTime / 10 * 4;
  104. private readonly object commonSkillLock = new object();
  105. public object CommonSkillLock => commonSkillLock;
  106. public bool SkillEffect(Character player)
  107. {
  108. return CommonSkillFactory.SkillEffect(this, player, () =>
  109. {
  110. player.AddMoveSpeed(this.DurationTime, 3.0);
  111. Debugger.Output(player, "moves very fast!");
  112. },
  113. () =>
  114. { });
  115. }
  116. }
  117. public class NoCommonSkill : ICommonSkill // 这种情况不该发生,定义着以防意外
  118. {
  119. private const int moveSpeed = GameData.basicMoveSpeed;
  120. public int MoveSpeed => moveSpeed;
  121. private const int maxHp = GameData.basicHp;
  122. public int MaxHp => maxHp;
  123. private const int cd = GameData.basicCD;
  124. public int CD => cd;
  125. private const int maxBulletNum = GameData.basicBulletNum;
  126. public int MaxBulletNum => maxBulletNum;
  127. // 以上参数以后再改
  128. public int SkillCD => GameData.commonSkillCD;
  129. public int DurationTime => GameData.commonSkillTime;
  130. private readonly object commonSkillLock = new object();
  131. public object CommonSkillLock => commonSkillLock;
  132. public bool SkillEffect(Character player)
  133. {
  134. return false;
  135. }
  136. }
  137. public static class CommonSkillFactory
  138. {
  139. public static bool SkillEffect(ICommonSkill commonSkill, Character player, Action startSkill, Action endSkill)
  140. {
  141. lock (commonSkill.CommonSkillLock)
  142. {
  143. if (player.TimeUntilCommonSkillAvailable == 0)
  144. {
  145. player.TimeUntilCommonSkillAvailable = commonSkill.SkillCD;
  146. new Thread
  147. (() =>
  148. {
  149. startSkill();
  150. new FrameRateTaskExecutor<int>(
  151. () => !player.IsResetting,
  152. () =>
  153. {
  154. player.TimeUntilCommonSkillAvailable -= (int)GameData.frameDuration;
  155. },
  156. timeInterval: GameData.frameDuration,
  157. () => 0,
  158. maxTotalDuration: (long)(commonSkill.DurationTime)
  159. )
  160. {
  161. AllowTimeExceed = true,
  162. MaxTolerantTimeExceedCount = ulong.MaxValue,
  163. }
  164. .Start();
  165. endSkill();
  166. Debugger.Output(player, "return to normal.");
  167. new FrameRateTaskExecutor<int>(
  168. () => player.TimeUntilCommonSkillAvailable > 0 && !player.IsResetting,
  169. () =>
  170. {
  171. player.TimeUntilCommonSkillAvailable -= (int)GameData.frameDuration;
  172. },
  173. timeInterval: GameData.frameDuration,
  174. () => 0,
  175. maxTotalDuration: (long)(commonSkill.SkillCD - commonSkill.DurationTime)
  176. )
  177. {
  178. AllowTimeExceed = true,
  179. MaxTolerantTimeExceedCount = ulong.MaxValue,
  180. }
  181. .Start();
  182. player.TimeUntilCommonSkillAvailable = 0;
  183. Debugger.Output(player, "CommonSkill is ready.");
  184. }
  185. )
  186. { IsBackground = true }.Start();
  187. return true;
  188. }
  189. else
  190. {
  191. Debugger.Output(player, "CommonSkill is cooling down!");
  192. return false;
  193. }
  194. }
  195. }
  196. }
  197. }