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Moveable.cs 4.4 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System.Threading;
  4. namespace GameClass.GameObj
  5. {
  6. public abstract class Moveable : GameObj, IMoveable
  7. {
  8. protected readonly object actionLock = new();
  9. public object ActionLock => actionLock;
  10. //player.actionLock>其他.actionLock/其他Lock,应当避免两个player的actionlock互锁
  11. private readonly ReaderWriterLockSlim moveReaderWriterLock = new();
  12. public ReaderWriterLockSlim MoveReaderWriterLock => moveReaderWriterLock;
  13. //规定moveReaderWriterLock<actionLock
  14. public Semaphore ThreadNum { get; } = new(1, 1);
  15. protected long stateNum = 0;
  16. public long StateNum
  17. {
  18. get
  19. {
  20. lock (actionLock)
  21. return stateNum;
  22. }
  23. set
  24. {
  25. lock (actionLock) stateNum = value;
  26. }
  27. }
  28. protected RunningStateType runningState = RunningStateType.Null;
  29. public RunningStateType RunningState
  30. {
  31. get
  32. {
  33. lock (actionLock) return runningState;
  34. }
  35. set
  36. {
  37. lock (actionLock)
  38. runningState = value;
  39. }
  40. }
  41. public override XY Position
  42. {
  43. get
  44. {
  45. lock (actionLock)
  46. return position;
  47. }
  48. }
  49. protected XY facingDirection = new(1, 0);
  50. public XY FacingDirection
  51. {
  52. get
  53. {
  54. lock (actionLock)
  55. return facingDirection;
  56. }
  57. set
  58. {
  59. lock (actionLock)
  60. facingDirection = value;
  61. }
  62. }
  63. private int isMoving = 0;
  64. public bool IsMoving
  65. {
  66. get => (Interlocked.CompareExchange(ref isMoving, 0, 0) == 1);
  67. set => Interlocked.Exchange(ref isMoving, value ? 1 : 0);
  68. }
  69. // 移动,改变坐标
  70. public long MovingSetPos(XY moveVec, long stateNo)
  71. {
  72. if (moveVec.x != 0 || moveVec.y != 0)
  73. {
  74. lock (actionLock)
  75. {
  76. if (!CanMove || IsRemoved) return -1;
  77. if (stateNo != stateNum) return -1;
  78. facingDirection = moveVec;
  79. this.position += moveVec;
  80. }
  81. }
  82. return moveVec * moveVec;
  83. }
  84. public void ReSetPos(XY position)
  85. {
  86. lock (actionLock)
  87. {
  88. this.position = position;
  89. }
  90. }
  91. private int canMove;
  92. public override bool CanMove
  93. {
  94. get => (Interlocked.CompareExchange(ref canMove, 0, 0) == 1);
  95. }
  96. public void ReSetCanMove(bool value)
  97. {
  98. Interlocked.Exchange(ref canMove, (value ? 1 : 0));
  99. }
  100. public bool IsAvailableForMove // 是否能接收移动指令
  101. {
  102. get
  103. {
  104. lock (actionLock)
  105. {
  106. return !IsMoving && CanMove && !IsRemoved;
  107. }
  108. }
  109. }
  110. protected int moveSpeed;
  111. /// <summary>
  112. /// 移动速度
  113. /// </summary>
  114. public int MoveSpeed
  115. {
  116. get => Interlocked.CompareExchange(ref moveSpeed, 0, 0);
  117. set => Interlocked.Exchange(ref moveSpeed, value);
  118. }
  119. /// <summary>
  120. /// 原初移动速度
  121. /// </summary>
  122. protected int orgMoveSpeed;
  123. public int OrgMoveSpeed => orgMoveSpeed;
  124. /* /// <summary>
  125. /// 复活时数据重置
  126. /// </summary>
  127. public virtual void Reset(PlaceType place)
  128. {
  129. lock (gameObjLock)
  130. {
  131. this.FacingDirection = new XY(1, 0);
  132. isMoving = false;
  133. CanMove = false;
  134. IsRemoved = true;
  135. this.Position = birthPos;
  136. this.Place= place;
  137. }
  138. }*/
  139. public Moveable(XY initPos, int initRadius, GameObjType initType) : base(initPos, initRadius, initType)
  140. {
  141. }
  142. }
  143. }