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.

Door.cs 4.8 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170
  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Threading;
  5. namespace GameClass.GameObj
  6. {
  7. /// <summary>
  8. /// 门
  9. /// </summary>
  10. public class Door : Immovable
  11. {
  12. public Door(XY initPos, PlaceType placeType) :
  13. base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Door)
  14. {
  15. switch (placeType)
  16. {
  17. case PlaceType.Door3:
  18. doorNum = 3;
  19. break;
  20. case PlaceType.Door5:
  21. doorNum = 5;
  22. break;
  23. case PlaceType.Door6:
  24. default:
  25. doorNum = 6;
  26. break;
  27. }
  28. }
  29. private readonly int doorNum;
  30. public int DoorNum => doorNum;
  31. public override bool IsRigid => !isOpen;
  32. public override ShapeType Shape => ShapeType.Square;
  33. private Character? whoLockOrOpen = null;
  34. public Character? WhoLockOrOpen
  35. {
  36. get
  37. {
  38. lock (gameObjLock)
  39. return whoLockOrOpen;
  40. }
  41. }
  42. private bool isOpen = true;
  43. public bool IsOpen
  44. {
  45. get
  46. {
  47. lock (gameObjLock)
  48. return isOpen;
  49. }
  50. }
  51. private int lockDegree = 0;
  52. public int LockDegree
  53. {
  54. get => Interlocked.CompareExchange(ref lockDegree, -1, -1);
  55. }
  56. public int AddLockDegree(int add)
  57. {
  58. return Interlocked.Add(ref lockDegree, add);
  59. }
  60. private long openStartTime = 0;
  61. public long OpenStartTime
  62. {
  63. get
  64. {
  65. lock (gameObjLock)
  66. return openStartTime;
  67. }
  68. }
  69. public bool TryOpen(Character character)
  70. {
  71. lock (gameObjLock)
  72. {
  73. if (isOpen) return false;
  74. if (whoLockOrOpen != null) return false;
  75. openStartTime = Environment.TickCount64;
  76. whoLockOrOpen = character;
  77. return true;
  78. }
  79. }
  80. public void StopOpen()
  81. {
  82. lock (gameObjLock)
  83. {
  84. if (whoLockOrOpen != null)
  85. {
  86. if ((Environment.TickCount64 - openStartTime) >= GameData.degreeOfLockingOrOpeningTheDoor / whoLockOrOpen.SpeedOfOpeningOrLocking)
  87. //现在框架没有问题,但是调用可变的SpeedOfOpeningOrLocking可能死锁
  88. isOpen = true;
  89. whoLockOrOpen = null;
  90. }
  91. }
  92. }
  93. public void FinishOpen()
  94. {
  95. lock (gameObjLock)
  96. {
  97. isOpen = true;
  98. whoLockOrOpen = null;
  99. }
  100. }
  101. public bool TryLock(Character character)
  102. {
  103. lock (gameObjLock)
  104. {
  105. if (!isOpen) return false;
  106. if (whoLockOrOpen != null) return false;
  107. Interlocked.Exchange(ref lockDegree, 0);
  108. whoLockOrOpen = character;
  109. return true;
  110. }
  111. }
  112. public void StopLock()
  113. {
  114. lock (gameObjLock)
  115. {
  116. if (LockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  117. isOpen = false;
  118. whoLockOrOpen = null;
  119. }
  120. }
  121. public void FinishLock()
  122. {
  123. lock (gameObjLock)
  124. {
  125. isOpen = false;
  126. whoLockOrOpen = null;
  127. }
  128. }
  129. public void ForceToOpen()
  130. {
  131. Character? character;
  132. lock (gameObjLock)
  133. {
  134. character = whoLockOrOpen;
  135. whoLockOrOpen = null;
  136. isOpen = true;
  137. }
  138. if (character != null)
  139. {
  140. lock (character.ActionLock)
  141. {
  142. if (character.PlayerState == PlayerStateType.OpeningTheDoor)
  143. {
  144. character.ReleaseTool(DoorNum switch
  145. {
  146. 3 => PropType.Key3,
  147. 5 => PropType.Key5,
  148. _ => PropType.Key6,
  149. });
  150. character.SetPlayerStateNaturally();
  151. }
  152. else if (character.PlayerState == PlayerStateType.LockingTheDoor)
  153. {
  154. character.SetPlayerStateNaturally();
  155. }
  156. }
  157. }
  158. }
  159. }
  160. }