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Character.cs 30 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Threading;
  6. namespace GameClass.GameObj
  7. {
  8. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  9. {
  10. private readonly ReaderWriterLockSlim hpReaderWriterLock = new();
  11. public ReaderWriterLockSlim HPReadWriterLock => hpReaderWriterLock;
  12. private readonly object vampireLock = new();
  13. public object VampireLock => vampire;
  14. private readonly object inventoryLock = new();
  15. public object InventoryLock => inventoryLock;
  16. #region 装弹、攻击相关的基本属性及方法
  17. /// <summary>
  18. /// 装弹冷却
  19. /// </summary>
  20. protected int cd;
  21. public int CD
  22. {
  23. get
  24. {
  25. lock (actionLock)
  26. {
  27. return cd;
  28. }
  29. }
  30. }
  31. public int OrgCD { get; protected set; }
  32. public readonly BulletType OriBulletOfPlayer;
  33. private BulletType bulletOfPlayer;
  34. public BulletType BulletOfPlayer
  35. {
  36. get
  37. {
  38. lock (actionLock)
  39. {
  40. return bulletOfPlayer;
  41. }
  42. }
  43. set
  44. {
  45. lock (actionLock)
  46. {
  47. bulletOfPlayer = value;
  48. cd = OrgCD = (BulletFactory.BulletCD(value));
  49. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", cd));
  50. maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
  51. }
  52. }
  53. }
  54. protected int maxBulletNum;
  55. public int MaxBulletNum
  56. {
  57. get
  58. {
  59. lock (actionLock)
  60. {
  61. return maxBulletNum;
  62. }
  63. }
  64. }
  65. private int bulletNum;
  66. private int updateTimeOfBulletNum = 0;
  67. public int UpdateBulletNum(int time)
  68. {
  69. lock (actionLock)
  70. {
  71. if (bulletNum < maxBulletNum)
  72. {
  73. int add = Math.Min(maxBulletNum - bulletNum, (time - updateTimeOfBulletNum) / cd);
  74. updateTimeOfBulletNum += add * cd;
  75. return (bulletNum += add);
  76. }
  77. return maxBulletNum;
  78. }
  79. }
  80. /// <summary>
  81. /// 进行一次攻击
  82. /// </summary>
  83. /// <returns>攻击操作发出的子弹</returns>
  84. public Bullet? Attack(double angle, int time)
  85. {
  86. lock (actionLock)
  87. {
  88. if (bulletOfPlayer == BulletType.Null)
  89. return null;
  90. if (UpdateBulletNum(time) > 0)
  91. {
  92. if (bulletNum == maxBulletNum) updateTimeOfBulletNum = time;
  93. --bulletNum;
  94. XY res = Position + new XY // 子弹紧贴人物生成。
  95. (
  96. (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  97. (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  98. );
  99. Bullet? bullet = BulletFactory.GetBullet(this, res, this.bulletOfPlayer);
  100. if (bullet == null) return null;
  101. bullet.AP += TryAddAp() ? GameData.ApPropAdd : 0;
  102. facingDirection = new(angle, bullet.AttackDistance);
  103. return bullet;
  104. }
  105. else
  106. return null;
  107. }
  108. }
  109. /*
  110. /// <summary>
  111. /// 攻击被反弹,反弹伤害不会再被反弹
  112. /// </summary>
  113. /// <param name="subHP"></param>
  114. /// <param name="hasSpear"></param>
  115. /// <param name="bouncer">反弹伤害者</param>
  116. /// <returns>是否因反弹伤害而死</returns>
  117. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  118. {
  119. lock (beAttackedLock)
  120. {
  121. if (hp <= 0)
  122. return false;
  123. if (!(bouncer?.TeamID == this.TeamID))
  124. {
  125. if (hasSpear || !HasShield)
  126. _ = TrySubHp(subHP);
  127. if (hp <= 0)
  128. TryActivatingLIFE();
  129. }
  130. return hp <= 0;
  131. }
  132. }*/
  133. #endregion
  134. #region 感知相关的基本属性及方法
  135. private Dictionary<BgmType, double> bgmDictionary = new();
  136. public Dictionary<BgmType, double> BgmDictionary
  137. {
  138. get => bgmDictionary;
  139. private set
  140. {
  141. lock (gameObjLock)
  142. {
  143. bgmDictionary = value;
  144. }
  145. }
  146. }
  147. public void AddBgm(BgmType bgm, double value)
  148. {
  149. if (BgmDictionary.ContainsKey(bgm))
  150. BgmDictionary[bgm] = value;
  151. else BgmDictionary.Add(bgm, value);
  152. }
  153. private int alertnessRadius;
  154. public int AlertnessRadius
  155. {
  156. get => alertnessRadius;
  157. set
  158. {
  159. lock (gameObjLock)
  160. {
  161. alertnessRadius = value;
  162. }
  163. }
  164. }
  165. private double concealment;
  166. public double Concealment
  167. {
  168. get => concealment;
  169. set
  170. {
  171. lock (gameObjLock)
  172. {
  173. concealment = value;
  174. }
  175. }
  176. }
  177. private int viewRange;
  178. public int ViewRange
  179. {
  180. get => viewRange;
  181. set
  182. {
  183. lock (gameObjLock)
  184. {
  185. viewRange = (value > 0) ? value : 0;
  186. }
  187. }
  188. }
  189. #endregion
  190. #region 交互相关的基本属性及方法
  191. private int speedOfOpeningOrLocking;
  192. public int SpeedOfOpeningOrLocking
  193. {
  194. get => speedOfOpeningOrLocking;
  195. set
  196. {
  197. lock (gameObjLock)
  198. {
  199. speedOfOpeningOrLocking = value;
  200. }
  201. }
  202. }
  203. private int speedOfClimbingThroughWindows;
  204. public int SpeedOfClimbingThroughWindows
  205. {
  206. get => speedOfClimbingThroughWindows;
  207. set
  208. {
  209. lock (gameObjLock)
  210. {
  211. speedOfClimbingThroughWindows = value;
  212. }
  213. }
  214. }
  215. private int speedOfOpenChest;
  216. public int SpeedOfOpenChest
  217. {
  218. get => speedOfOpenChest;
  219. set
  220. {
  221. lock (gameObjLock)
  222. {
  223. speedOfOpenChest = value;
  224. }
  225. }
  226. }
  227. #endregion
  228. #region 血量相关的基本属性及方法
  229. private int maxHp;
  230. public int MaxHp
  231. {
  232. get
  233. {
  234. HPReadWriterLock.EnterReadLock();
  235. try
  236. {
  237. return maxHp;
  238. }
  239. finally
  240. {
  241. HPReadWriterLock.ExitReadLock();
  242. }
  243. }
  244. protected set
  245. {
  246. HPReadWriterLock.EnterWriteLock();
  247. try
  248. {
  249. maxHp = value;
  250. if (hp > maxHp) hp = maxHp;
  251. }
  252. finally
  253. {
  254. HPReadWriterLock.ExitWriteLock();
  255. }
  256. }
  257. } // 最大血量
  258. protected int hp;
  259. public int HP
  260. {
  261. get
  262. {
  263. HPReadWriterLock.EnterReadLock();
  264. try
  265. {
  266. return hp;
  267. }
  268. finally
  269. {
  270. HPReadWriterLock.ExitReadLock();
  271. }
  272. }
  273. set
  274. {
  275. HPReadWriterLock.EnterWriteLock();
  276. try
  277. {
  278. if (value > 0)
  279. {
  280. hp = value <= maxHp ? value : maxHp;
  281. }
  282. else
  283. hp = 0;
  284. }
  285. finally
  286. {
  287. HPReadWriterLock.ExitWriteLock();
  288. }
  289. }
  290. }
  291. /// <summary>
  292. /// 尝试减血
  293. /// </summary>
  294. /// <param name="sub">减血量</param>
  295. public int TrySubHp(int sub)
  296. {
  297. HPReadWriterLock.EnterWriteLock();
  298. try
  299. {
  300. int previousHp = hp;
  301. if (hp <= sub)
  302. {
  303. hp = 0;
  304. return hp;
  305. }
  306. else
  307. {
  308. hp -= sub;
  309. return sub;
  310. }
  311. }
  312. finally
  313. {
  314. HPReadWriterLock.ExitWriteLock();
  315. }
  316. }
  317. private double vampire = 0; // 回血率:0-1之间
  318. public double Vampire
  319. {
  320. get
  321. {
  322. lock (vampireLock)
  323. return vampire;
  324. }
  325. set
  326. {
  327. lock (vampireLock)
  328. {
  329. if (value > 1)
  330. vampire = 1;
  331. else if (value < 0)
  332. vampire = 0;
  333. else
  334. vampire = value;
  335. }
  336. }
  337. }
  338. public double OriVampire { get; protected set; }
  339. #endregion
  340. #region 状态相关的基本属性与方法
  341. private PlayerStateType playerState = PlayerStateType.Null;
  342. public PlayerStateType PlayerState
  343. {
  344. get
  345. {
  346. lock (actionLock)
  347. {
  348. if (playerState == PlayerStateType.Null && IsMoving) return PlayerStateType.Moving;
  349. return playerState;
  350. }
  351. }
  352. }
  353. public bool NoHp()
  354. {
  355. lock (actionLock)
  356. return (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  357. }
  358. public bool Commandable()
  359. {
  360. lock (actionLock)
  361. {
  362. return (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  363. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  364. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  365. && playerState != PlayerStateType.ClimbingThroughWindows
  366. && playerState != PlayerStateType.Stunned && playerState != PlayerStateType.Charmed);
  367. }
  368. }
  369. public bool CanPinDown()
  370. {
  371. lock (actionLock)
  372. {
  373. return (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  374. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  375. && playerState != PlayerStateType.Stunned && playerState != PlayerStateType.Charmed);
  376. }
  377. }
  378. public bool InteractingWithMapWithoutMoving()
  379. {
  380. lock (actionLock)
  381. {
  382. return (playerState == PlayerStateType.LockingTheDoor || playerState == PlayerStateType.OpeningTheDoor
  383. || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  384. }
  385. }
  386. public bool NullOrMoving()
  387. {
  388. lock (actionLock)
  389. {
  390. return (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  391. }
  392. }
  393. public bool CanBeAwed()
  394. {
  395. lock (actionLock)
  396. return !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  397. || playerState == PlayerStateType.Addicted
  398. || playerState == PlayerStateType.Rescued || playerState == PlayerStateType.Treated
  399. || playerState == PlayerStateType.Stunned || playerState == PlayerStateType.Charmed
  400. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  401. }
  402. private GameObj? whatInteractingWith = null;
  403. public GameObj? WhatInteractingWith => whatInteractingWith;
  404. private long ChangePlayerState(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  405. {
  406. //只能被SetPlayerState引用
  407. whatInteractingWith = gameObj;
  408. if (value != PlayerStateType.Moving)
  409. IsMoving = false;
  410. playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  411. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  412. return ++stateNum;
  413. }
  414. private long ChangePlayerStateInOneThread(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  415. {
  416. //只能被SetPlayerState引用
  417. whatInteractingWith = gameObj;
  418. if (value != PlayerStateType.Moving)
  419. IsMoving = false;
  420. playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  421. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  422. return stateNum;
  423. }
  424. public long SetPlayerState(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  425. {
  426. lock (actionLock)
  427. {
  428. PlayerStateType nowPlayerState = PlayerState;
  429. if (nowPlayerState == value) return -1;
  430. switch (nowPlayerState)
  431. {
  432. case PlayerStateType.Escaped:
  433. case PlayerStateType.Deceased:
  434. return -1;
  435. case PlayerStateType.Addicted:
  436. if (value == PlayerStateType.Rescued)
  437. return ChangePlayerStateInOneThread(value, gameObj);
  438. else if (value == PlayerStateType.Null)
  439. return ChangePlayerState(value, gameObj);
  440. else return -1;
  441. case PlayerStateType.Rescued:
  442. if (value == PlayerStateType.Addicted)
  443. return ChangePlayerStateInOneThread(value, gameObj);
  444. else if (value == PlayerStateType.Null)
  445. return ChangePlayerState(value, gameObj);
  446. else return -1;
  447. case PlayerStateType.TryingToAttack:
  448. if (value != PlayerStateType.Moving && value != PlayerStateType.ClimbingThroughWindows
  449. && value != PlayerStateType.LockingTheDoor && value != PlayerStateType.OpeningTheDoor)
  450. return ChangePlayerState(value, gameObj);
  451. else return -1;
  452. case PlayerStateType.Stunned:
  453. case PlayerStateType.Charmed:
  454. if (value != PlayerStateType.Moving && value != PlayerStateType.ClimbingThroughWindows
  455. && value != PlayerStateType.LockingTheDoor && value != PlayerStateType.OpeningTheDoor
  456. && value != PlayerStateType.Swinging)
  457. return ChangePlayerState(value, gameObj);
  458. else return -1;
  459. case PlayerStateType.Swinging:
  460. if (value != PlayerStateType.Moving && value != PlayerStateType.ClimbingThroughWindows
  461. && value != PlayerStateType.LockingTheDoor && value != PlayerStateType.OpeningTheDoor)
  462. {
  463. try
  464. {
  465. return ChangePlayerState(value, gameObj);
  466. }
  467. finally
  468. {
  469. ThreadNum.Release();
  470. }
  471. }
  472. else return -1;
  473. case PlayerStateType.ClimbingThroughWindows:
  474. if (value != PlayerStateType.Moving && value != PlayerStateType.LockingTheDoor && value != PlayerStateType.OpeningTheDoor)
  475. {
  476. Window window = (Window)WhatInteractingWith!;
  477. try
  478. {
  479. window.FinishClimbing();
  480. return ChangePlayerState(value, gameObj);
  481. }
  482. finally
  483. {
  484. if (window.Stage.x == 0)
  485. ThreadNum.Release();
  486. else ReSetPos(window.Stage);
  487. }
  488. }
  489. else return -1;
  490. case PlayerStateType.OpeningTheChest:
  491. ((Chest)whatInteractingWith!).StopOpen();
  492. return ChangePlayerState(value, gameObj);
  493. case PlayerStateType.OpeningTheDoorway:
  494. Doorway doorway = (Doorway)whatInteractingWith!;
  495. doorway.StopOpenning();
  496. return ChangePlayerState(value, gameObj);
  497. case PlayerStateType.OpeningTheDoor:
  498. Door door = (Door)whatInteractingWith!;
  499. try
  500. {
  501. door.StopOpen();
  502. ReleaseTool(door.DoorNum switch
  503. {
  504. 3 => PropType.Key3,
  505. 5 => PropType.Key5,
  506. _ => PropType.Key6,
  507. }
  508. );
  509. return ChangePlayerState(value, gameObj);
  510. }
  511. finally
  512. {
  513. ThreadNum.Release();
  514. }
  515. default:
  516. return ChangePlayerState(value, gameObj);
  517. }
  518. }
  519. }
  520. public long SetPlayerStateNaturally()
  521. {
  522. lock (actionLock)
  523. {
  524. whatInteractingWith = null;
  525. IsMoving = false;
  526. playerState = PlayerStateType.Null;
  527. return ++stateNum;
  528. }
  529. }
  530. public void RemoveFromGame(PlayerStateType playerStateType)
  531. {
  532. lock (actionLock)
  533. {
  534. MoveReaderWriterLock.EnterWriteLock();
  535. try
  536. {
  537. canMove = false;
  538. isRemoved = true;
  539. }
  540. finally
  541. {
  542. MoveReaderWriterLock.ExitWriteLock();
  543. }
  544. playerState = playerStateType;
  545. position = GameData.PosWhoDie;
  546. }
  547. }
  548. #endregion
  549. private long score = 0;
  550. public long Score
  551. {
  552. get => Interlocked.Read(ref score);
  553. }
  554. /// <summary>
  555. /// 加分
  556. /// </summary>
  557. /// <param name="add">增加量</param>
  558. public virtual void AddScore(long add)
  559. {
  560. Interlocked.Add(ref score, add);
  561. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  562. }
  563. /// <summary>
  564. /// 角色所属队伍ID
  565. /// </summary>
  566. private long teamID = long.MaxValue;
  567. public long TeamID
  568. {
  569. get => Interlocked.Read(ref teamID);
  570. set => Interlocked.Exchange(ref teamID, value);
  571. }
  572. private long playerID = long.MaxValue;
  573. public long PlayerID
  574. {
  575. get => Interlocked.Read(ref playerID);
  576. set => Interlocked.Exchange(ref playerID, value);
  577. }
  578. #region 道具和buff相关属性、方法
  579. private Gadget[] propInventory = new Gadget[GameData.maxNumOfPropInPropInventory]
  580. {new NullProp(), new NullProp(),new NullProp() };
  581. public Gadget[] PropInventory
  582. {
  583. get
  584. {
  585. lock (inventoryLock)
  586. return propInventory;
  587. }
  588. set
  589. {
  590. lock (inventoryLock)
  591. propInventory = value;
  592. }
  593. }
  594. /// <summary>
  595. /// 使用物品栏中的道具
  596. /// </summary>
  597. /// <returns>被使用的道具</returns>
  598. public Gadget UseProp(int indexing)
  599. {
  600. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  601. return new NullProp();
  602. lock (inventoryLock)
  603. {
  604. Gadget prop = propInventory[indexing];
  605. if (!prop.IsUsable()) return new NullProp();
  606. PropInventory[indexing] = new NullProp();
  607. return prop;
  608. }
  609. }
  610. public Gadget UseProp(PropType propType)
  611. {
  612. if (propType == PropType.Null)
  613. {
  614. lock (inventoryLock)
  615. {
  616. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  617. {
  618. if (PropInventory[indexing].IsUsable())
  619. {
  620. Gadget prop = PropInventory[indexing];
  621. PropInventory[indexing] = new NullProp();
  622. return prop;
  623. }
  624. }
  625. }
  626. }
  627. else
  628. {
  629. lock (inventoryLock)
  630. {
  631. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  632. {
  633. if (PropInventory[indexing].GetPropType() == propType && PropInventory[indexing].IsUsable())
  634. {
  635. Gadget prop = PropInventory[indexing];
  636. PropInventory[indexing] = new NullProp();
  637. return prop;
  638. }
  639. }
  640. }
  641. }
  642. return new NullProp();
  643. }
  644. public bool UseTool(PropType propType)
  645. {
  646. lock (inventoryLock)
  647. {
  648. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  649. {
  650. if (PropInventory[indexing].GetPropType() == propType && PropInventory[indexing].IsUsable())
  651. {
  652. return ((Tool)PropInventory[indexing]).IsUsed = true;
  653. }
  654. }
  655. }
  656. return false;
  657. }
  658. public void ReleaseTool(PropType propType)
  659. {
  660. lock (inventoryLock)
  661. {
  662. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  663. {
  664. if (PropInventory[indexing].GetPropType() == propType && ((Tool)PropInventory[indexing]).IsUsed)
  665. {
  666. ((Tool)PropInventory[indexing]).IsUsed = false;
  667. break;
  668. }
  669. }
  670. }
  671. }
  672. /// <summary>
  673. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  674. /// </summary>
  675. public int IndexingOfAddProp()
  676. {
  677. int indexing = 0;
  678. lock (inventoryLock)
  679. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  680. if (propInventory[indexing].GetPropType() == PropType.Null)
  681. break;
  682. return indexing;
  683. }
  684. public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  685. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  686. OrgMoveSpeed);
  687. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  688. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  689. public bool HasShield => buffManager.HasShield;
  690. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  691. public bool HasLIFE => buffManager.HasLIFE;
  692. public void AddAp(int time) => buffManager.AddAp(time);
  693. public bool HasAp => buffManager.HasAp;
  694. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  695. public bool HasSpear => buffManager.HasSpear;
  696. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  697. public bool HasClairaudience => buffManager.HasClairaudience;
  698. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  699. public bool HasInvisible => buffManager.HasInvisible;
  700. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  701. public Dictionary<BuffType, bool> Buff
  702. {
  703. get
  704. {
  705. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  706. foreach (BuffType type in buffTypeArray)
  707. {
  708. if (type != BuffType.Null)
  709. buff.Add(type, GetBuffStatus(type));
  710. }
  711. return buff;
  712. }
  713. }
  714. private bool GetBuffStatus(BuffType type)
  715. {
  716. switch (type)
  717. {
  718. case BuffType.Spear:
  719. return this.HasSpear;
  720. case BuffType.AddSpeed:
  721. return this.HasFasterSpeed;
  722. case BuffType.Shield:
  723. return this.HasShield;
  724. case BuffType.AddLife:
  725. return this.HasLIFE;
  726. case BuffType.AddAp:
  727. return this.HasAp;
  728. case BuffType.Clairaudience:
  729. return this.HasClairaudience;
  730. case BuffType.Invisible:
  731. return this.HasInvisible;
  732. default:
  733. return false;
  734. }
  735. }
  736. public void TryActivatingLIFE()
  737. {
  738. if (buffManager.TryActivatingLIFE())
  739. {
  740. AddScore(GameData.ScorePropRemainHp);
  741. hp = GameData.RemainHpWhenAddLife;
  742. }
  743. }
  744. public bool TryAddAp()
  745. {
  746. if (buffManager.TryAddAp())
  747. {
  748. AddScore(GameData.ScorePropAddAp);
  749. return true;
  750. }
  751. return false;
  752. }
  753. public bool TryUseSpear()
  754. {
  755. return buffManager.TryUseSpear();
  756. }
  757. public bool TryUseShield()
  758. {
  759. if (buffManager.TryUseShield())
  760. {
  761. AddScore(GameData.ScorePropUseShield);
  762. return true;
  763. }
  764. return false;
  765. }
  766. #endregion
  767. /* public override void Reset() // 要加锁吗?
  768. {
  769. lock (gameObjLock)
  770. {
  771. // _ = AddDeathCount();
  772. base.Reset();
  773. this.MoveSpeed = OrgMoveSpeed;
  774. HP = MaxHp;
  775. PropInventory = null;
  776. BulletOfPlayer = OriBulletOfPlayer;
  777. lock (gameObjLock)
  778. bulletNum = maxBulletNum;
  779. buffManager.ClearAll();
  780. IsInvisible = false;
  781. this.Vampire = this.OriVampire;
  782. }
  783. }*/
  784. public override bool IsRigid => true;
  785. public override ShapeType Shape => ShapeType.Circle;
  786. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  787. {
  788. if (IsRemoved)
  789. return true;
  790. if (targetObj.Type == GameObjType.Gadget)
  791. {
  792. return true;
  793. }
  794. if (targetObj.Type == GameObjType.Character && XY.DistanceCeil3(targetObj.Position, this.Position) < this.Radius + targetObj.Radius - GameData.adjustLength)
  795. return true;
  796. return false;
  797. }
  798. }
  799. }