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Bullet.cs 4.2 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, XY Position) :
  41. base(Position, radius, GameObjType.Bullet)
  42. {
  43. this.CanMove = true;
  44. this.moveSpeed = this.Speed;
  45. this.hasSpear = player.TryUseSpear();
  46. this.Parent = player;
  47. }
  48. public override bool IsRigid => true; // 默认为true
  49. public override ShapeType Shape => ShapeType.Circle; // 默认为圆形
  50. public abstract BulletType TypeOfBullet { get; }
  51. }
  52. public static class BulletFactory
  53. {
  54. public static Bullet? GetBullet(Character character, XY pos)
  55. {
  56. switch (character.BulletOfPlayer)
  57. {
  58. case BulletType.FlyingKnife:
  59. return new FlyingKnife(character, pos);
  60. case BulletType.CommonAttackOfGhost:
  61. return new CommonAttackOfGhost(character, pos);
  62. case BulletType.JumpyDumpty:
  63. return new JumpyDumpty(character, pos);
  64. case BulletType.BombBomb:
  65. return new BombBomb(character, pos);
  66. default:
  67. return null;
  68. }
  69. }
  70. public static int BulletRadius(BulletType bulletType)
  71. {
  72. switch (bulletType)
  73. {
  74. case BulletType.FlyingKnife:
  75. default:
  76. return GameData.bulletRadius;
  77. }
  78. }
  79. public static int BulletCD(BulletType bulletType)
  80. {
  81. switch (bulletType)
  82. {
  83. case BulletType.CommonAttackOfGhost:
  84. return CommonAttackOfGhost.cd;
  85. case BulletType.FlyingKnife:
  86. return FlyingKnife.cd;
  87. case BulletType.BombBomb:
  88. return BombBomb.cd;
  89. case BulletType.JumpyDumpty:
  90. return JumpyDumpty.cd;
  91. default:
  92. return GameData.basicCD;
  93. }
  94. }
  95. public static int BulletNum(BulletType bulletType)
  96. {
  97. switch (bulletType)
  98. {
  99. case BulletType.CommonAttackOfGhost:
  100. return CommonAttackOfGhost.maxBulletNum;
  101. case BulletType.FlyingKnife:
  102. return FlyingKnife.maxBulletNum;
  103. case BulletType.BombBomb:
  104. return BombBomb.maxBulletNum;
  105. case BulletType.JumpyDumpty:
  106. return JumpyDumpty.maxBulletNum;
  107. default:
  108. return 0;
  109. }
  110. }
  111. }
  112. }