You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

Skill.cs 6.1 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192
  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. namespace GameClass.GameObj
  4. {
  5. public class BecomeVampire : IActiveSkill // 化身吸血鬼
  6. {
  7. public int SkillCD => GameData.commonSkillCD * 4 / 3;
  8. public int DurationTime => GameData.commonSkillTime;
  9. private readonly object commonSkillLock = new object();
  10. public object ActiveSkillLock => commonSkillLock;
  11. public bool isBeingUsed = false;
  12. public bool IsBeingUsed
  13. {
  14. get => isBeingUsed; set => isBeingUsed = value;
  15. }
  16. }
  17. public class CanBeginToCharge : IActiveSkill
  18. {
  19. public int SkillCD => GameData.commonSkillCD / 5;
  20. public int DurationTime => GameData.commonSkillTime * 6 / 10;
  21. private readonly object commonSkillLock = new object();
  22. public object ActiveSkillLock => commonSkillLock;
  23. public bool isBeingUsed = false;
  24. public bool IsBeingUsed
  25. {
  26. get => isBeingUsed; set => isBeingUsed = value;
  27. }
  28. }
  29. public class BecomeInvisible : IActiveSkill
  30. {
  31. public int SkillCD => GameData.commonSkillCD;
  32. public int DurationTime => GameData.commonSkillTime * 6 / 10;
  33. private readonly object commonSkillLock = new object();
  34. public object ActiveSkillLock => commonSkillLock;
  35. public bool isBeingUsed = false;
  36. public bool IsBeingUsed
  37. {
  38. get => isBeingUsed; set => isBeingUsed = value;
  39. }
  40. }
  41. public class Punish : IActiveSkill
  42. {
  43. public int SkillCD => GameData.commonSkillCD;
  44. public int DurationTime => 0;
  45. private readonly object commonSkillLock = new object();
  46. public object ActiveSkillLock => commonSkillLock;
  47. public bool isBeingUsed = false;
  48. public bool IsBeingUsed
  49. {
  50. get => isBeingUsed; set => isBeingUsed = value;
  51. }
  52. }
  53. public class JumpyBomb : IActiveSkill
  54. {
  55. public int SkillCD => GameData.commonSkillCD / 30 * 5;
  56. public int DurationTime => GameData.commonSkillTime / 2;
  57. private readonly object commonSkillLock = new object();
  58. public object ActiveSkillLock => commonSkillLock;
  59. public bool isBeingUsed = false;
  60. public bool IsBeingUsed
  61. {
  62. get => isBeingUsed; set => isBeingUsed = value;
  63. }
  64. }
  65. public class UseKnife : IActiveSkill
  66. {
  67. public int SkillCD => GameData.commonSkillCD * 2 / 3;
  68. public int DurationTime => GameData.commonSkillTime / 10;
  69. private readonly object commonSkillLock = new object();
  70. public object ActiveSkillLock => commonSkillLock;
  71. public bool isBeingUsed = false;
  72. public bool IsBeingUsed
  73. {
  74. get => isBeingUsed; set => isBeingUsed = value;
  75. }
  76. }
  77. public class SuperFast : IActiveSkill // 3倍速
  78. {
  79. public int SkillCD => GameData.commonSkillCD;
  80. public int DurationTime => GameData.commonSkillTime * 4 / 10;
  81. private readonly object commonSkillLock = new object();
  82. public object ActiveSkillLock => commonSkillLock;
  83. public bool isBeingUsed = false;
  84. public bool IsBeingUsed
  85. {
  86. get => isBeingUsed; set => isBeingUsed = value;
  87. }
  88. }
  89. public class WriteAnswers : IActiveSkill
  90. {
  91. public int SkillCD => GameData.commonSkillCD;
  92. public int DurationTime => 0;
  93. private readonly object commonSkillLock = new object();
  94. public object ActiveSkillLock => commonSkillLock;
  95. private int degreeOfMeditation = 0;
  96. public int DegreeOfMeditation
  97. {
  98. get => degreeOfMeditation;
  99. set
  100. {
  101. lock (commonSkillLock)
  102. {
  103. degreeOfMeditation = value;
  104. }
  105. }
  106. }
  107. public bool isBeingUsed = false;
  108. public bool IsBeingUsed
  109. {
  110. get => isBeingUsed; set => isBeingUsed = value;
  111. }
  112. }
  113. public class NullSkill : IActiveSkill
  114. {
  115. public int SkillCD => GameData.commonSkillCD;
  116. public int DurationTime => GameData.commonSkillTime;
  117. private readonly object commonSkillLock = new object();
  118. public object ActiveSkillLock => commonSkillLock;
  119. public bool isBeingUsed = false;
  120. public bool IsBeingUsed
  121. {
  122. get => isBeingUsed; set => isBeingUsed = false;
  123. }
  124. }
  125. public static class SkillFactory
  126. {
  127. public static IActiveSkill FindIActiveSkill(ActiveSkillType activeSkillType)
  128. {
  129. switch (activeSkillType)
  130. {
  131. case ActiveSkillType.BecomeInvisible:
  132. return new BecomeInvisible();
  133. case ActiveSkillType.UseKnife:
  134. return new UseKnife();
  135. case ActiveSkillType.CanBeginToCharge:
  136. return new CanBeginToCharge();
  137. case ActiveSkillType.Punish:
  138. return new Punish();
  139. case ActiveSkillType.JumpyBomb:
  140. return new JumpyBomb();
  141. case ActiveSkillType.WriteAnswers:
  142. return new WriteAnswers();
  143. default:
  144. return new NullSkill();
  145. }
  146. }
  147. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  148. {
  149. switch (ActiveSkill)
  150. {
  151. case BecomeInvisible:
  152. return ActiveSkillType.BecomeInvisible;
  153. case UseKnife:
  154. return ActiveSkillType.UseKnife;
  155. case CanBeginToCharge:
  156. return ActiveSkillType.CanBeginToCharge;
  157. case Punish:
  158. return ActiveSkillType.Punish;
  159. case JumpyBomb:
  160. return ActiveSkillType.JumpyBomb;
  161. case WriteAnswers:
  162. return ActiveSkillType.WriteAnswers;
  163. default:
  164. return ActiveSkillType.Null;
  165. }
  166. }
  167. }
  168. }