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ISkill.cs 8.5 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System.Threading;
  4. namespace Preparation.Interface
  5. {
  6. public interface ISkill
  7. {
  8. }
  9. public interface IPassiveSkill : ISkill
  10. {
  11. }
  12. public interface IActiveSkill : ISkill
  13. {
  14. public int SkillCD { get; }
  15. public int DurationTime { get; } //技能持续时间
  16. public object ActiveSkillUseLock { get; }
  17. public int IsBeingUsed { get; set; }
  18. }
  19. public abstract class ActiveSkill : IActiveSkill
  20. {
  21. public abstract int SkillCD { get; }
  22. public abstract int DurationTime { get; }
  23. private readonly object activeSkillUseLock = new();
  24. public object ActiveSkillUseLock => activeSkillUseLock;
  25. private readonly object skillLock = new();
  26. public object SkillLock => skillLock;
  27. private int timeUntilActiveSkillAvailable = 0;
  28. public int TimeUntilActiveSkillAvailable
  29. {
  30. get
  31. {
  32. return Interlocked.CompareExchange(ref timeUntilActiveSkillAvailable, 0, 1);
  33. }
  34. set
  35. {
  36. if (value < 0) value = 0;
  37. else if (value > SkillCD) value = SkillCD;
  38. Interlocked.Exchange(ref timeUntilActiveSkillAvailable, value);
  39. }
  40. }
  41. public int isBeingUsed = 0;//实为bool
  42. public int IsBeingUsed
  43. {
  44. get => Interlocked.CompareExchange(ref isBeingUsed, 0, 1);
  45. set => Interlocked.Exchange(ref isBeingUsed, value);
  46. }
  47. }
  48. public class CanBeginToCharge : ActiveSkill
  49. {
  50. public override int SkillCD => GameData.commonSkillCD * 2;
  51. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  52. }
  53. public class BecomeInvisible : ActiveSkill
  54. {
  55. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  56. public override int DurationTime => GameData.commonSkillTime;
  57. }
  58. public class Punish : ActiveSkill
  59. {
  60. public override int SkillCD => GameData.commonSkillCD;
  61. public override int DurationTime => 0;
  62. }
  63. public class Rouse : ActiveSkill
  64. {
  65. public override int SkillCD => GameData.commonSkillCD * 4;
  66. public override int DurationTime => 0;
  67. }
  68. public class Encourage : ActiveSkill
  69. {
  70. public override int SkillCD => GameData.commonSkillCD * 4;
  71. public override int DurationTime => 0;
  72. }
  73. public class Inspire : ActiveSkill
  74. {
  75. public override int SkillCD => GameData.commonSkillCD * 4;
  76. public override int DurationTime => 0;
  77. }
  78. public class Howl : ActiveSkill
  79. {
  80. public override int SkillCD => GameData.commonSkillCD * 25 / 30;
  81. public override int DurationTime => 0;
  82. }
  83. public class ShowTime : ActiveSkill
  84. {
  85. public override int SkillCD => GameData.commonSkillCD * 8 / 3;
  86. public override int DurationTime => GameData.commonSkillTime;
  87. }
  88. public class JumpyBomb : ActiveSkill
  89. {
  90. public override int SkillCD => GameData.commonSkillCD / 2;
  91. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  92. }
  93. public class UseKnife : ActiveSkill
  94. {
  95. public override int SkillCD => GameData.commonSkillCD;
  96. public override int DurationTime => GameData.commonSkillTime / 10;
  97. }
  98. public class UseRobot : ActiveSkill
  99. {
  100. public override int SkillCD => GameData.commonSkillCD / 300;
  101. public override int DurationTime => 0;
  102. private int nowPlayerID;
  103. public int NowPlayerID
  104. {
  105. get => Interlocked.CompareExchange(ref nowPlayerID, 0, 1);
  106. set => Interlocked.Exchange(ref nowPlayerID, value);
  107. }
  108. }
  109. public class WriteAnswers : ActiveSkill
  110. {
  111. public override int SkillCD => GameData.commonSkillCD;
  112. public override int DurationTime => 0;
  113. private int degreeOfMeditation = 0;
  114. public int DegreeOfMeditation
  115. {
  116. get => Interlocked.CompareExchange(ref degreeOfMeditation, 0, 1);
  117. set => Interlocked.Exchange(ref degreeOfMeditation, value);
  118. }
  119. }
  120. public class SummonGolem : ActiveSkill
  121. {
  122. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  123. public override int DurationTime => 6000;
  124. private bool[] golemIDArray = new bool[GameData.maxSummonedGolemNum] { false, false, false };
  125. public bool[] GolemIDArray
  126. {
  127. get
  128. {
  129. lock (SkillLock) { return golemIDArray; }
  130. }
  131. }
  132. private int nowPtr = 0;
  133. public int NowPtr
  134. {
  135. get
  136. {
  137. lock (SkillLock) { return nowPtr; }
  138. }
  139. }
  140. public int AddGolem()
  141. {
  142. lock (SkillLock)
  143. {
  144. if (nowPtr == GameData.maxSummonedGolemNum) return GameData.maxSummonedGolemNum;
  145. int num = nowPtr;
  146. golemIDArray[nowPtr] = true;
  147. while ((++nowPtr) < GameData.maxSummonedGolemNum && golemIDArray[nowPtr]) ;
  148. return num;
  149. }
  150. }
  151. public void DeleteGolem(int num)
  152. {
  153. lock (SkillLock)
  154. {
  155. golemIDArray[num] = false;
  156. if (num < nowPtr)
  157. {
  158. nowPtr = num;
  159. }
  160. }
  161. }
  162. }
  163. public class NullSkill : ActiveSkill
  164. {
  165. public override int SkillCD => GameData.commonSkillCD;
  166. public override int DurationTime => GameData.commonSkillTime;
  167. }
  168. public static class SkillFactory
  169. {
  170. public static ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType)
  171. {
  172. switch (activeSkillType)
  173. {
  174. case ActiveSkillType.BecomeInvisible:
  175. return new BecomeInvisible();
  176. case ActiveSkillType.UseKnife:
  177. return new UseKnife();
  178. case ActiveSkillType.Howl:
  179. return new Howl();
  180. case ActiveSkillType.Encourage:
  181. return new Encourage();
  182. case ActiveSkillType.CanBeginToCharge:
  183. return new CanBeginToCharge();
  184. case ActiveSkillType.Punish:
  185. return new Punish();
  186. case ActiveSkillType.JumpyBomb:
  187. return new JumpyBomb();
  188. case ActiveSkillType.WriteAnswers:
  189. return new WriteAnswers();
  190. case ActiveSkillType.SummonGolem:
  191. return new SummonGolem();
  192. case ActiveSkillType.UseRobot:
  193. return new UseRobot();
  194. case ActiveSkillType.Rouse:
  195. return new Rouse();
  196. case ActiveSkillType.Inspire:
  197. return new Inspire();
  198. case ActiveSkillType.ShowTime:
  199. return new ShowTime();
  200. default:
  201. return new NullSkill();
  202. }
  203. }
  204. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  205. {
  206. switch (ActiveSkill)
  207. {
  208. case BecomeInvisible:
  209. return ActiveSkillType.BecomeInvisible;
  210. case Howl:
  211. return ActiveSkillType.Howl;
  212. case UseKnife:
  213. return ActiveSkillType.UseKnife;
  214. case Encourage:
  215. return ActiveSkillType.Encourage;
  216. case CanBeginToCharge:
  217. return ActiveSkillType.CanBeginToCharge;
  218. case Inspire:
  219. return ActiveSkillType.Inspire;
  220. case Punish:
  221. return ActiveSkillType.Punish;
  222. case JumpyBomb:
  223. return ActiveSkillType.JumpyBomb;
  224. case WriteAnswers:
  225. return ActiveSkillType.WriteAnswers;
  226. case SummonGolem:
  227. return ActiveSkillType.SummonGolem;
  228. case UseRobot:
  229. return ActiveSkillType.UseRobot;
  230. case Rouse:
  231. return ActiveSkillType.Rouse;
  232. case ShowTime:
  233. return ActiveSkillType.ShowTime;
  234. default:
  235. return ActiveSkillType.Null;
  236. }
  237. }
  238. }
  239. }