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