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Prop.cs 1.9 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. namespace GameClass.GameObj
  4. {
  5. public abstract class Prop : ObjOfCharacter
  6. {
  7. public override bool IsRigid => true;
  8. public override bool IgnoreCollideExecutor(IGameObj targetObj) => false;
  9. public override ShapeType Shape => ShapeType.Square;
  10. public abstract PropType GetPropType();
  11. public Prop(XY initPos, int radius = GameData.PropRadius) :
  12. base(initPos, radius, GameObjType.Prop)
  13. {
  14. this.canMove = false;
  15. this.MoveSpeed = GameData.PropMoveSpeed;
  16. }
  17. }
  18. ///// <summary>
  19. ///// 坑人地雷
  20. ///// </summary>
  21. // public abstract class DebuffMine : Consumables
  22. //{
  23. // public DebuffMine(XYPosition initPos) : base(initPos) { }
  24. // }
  25. public sealed class CraftingBench : Prop
  26. {
  27. public CraftingBench(XY initPos) :
  28. base(initPos)
  29. {
  30. }
  31. public override PropType GetPropType() => PropType.CraftingBench;
  32. }
  33. // #region 所有坑人地雷
  34. ///// <summary>
  35. ///// 减速
  36. ///// </summary>
  37. // public sealed class MinusSpeed : DebuffMine
  38. //{
  39. // public MinusSpeed(XYPosition initPos) : base(initPos) { }
  40. // public override PropType GetPropType() => PropType.minusSpeed;
  41. // }
  42. ///// <summary>
  43. ///// 减少攻击力
  44. ///// </summary>
  45. // public sealed class MinusAP : DebuffMine
  46. //{
  47. // public MinusAP(XYPosition initPos) : base(initPos) { }
  48. // public override PropType GetPropType() => PropType.minusAP;
  49. // }
  50. ///// <summary>
  51. ///// 增加冷却
  52. ///// </summary>
  53. // public sealed class AddCD : DebuffMine
  54. //{
  55. // public AddCD(XYPosition initPos) : base(initPos) { }
  56. // public override PropType GetPropType() => PropType.addCD;
  57. // }
  58. // #endregion
  59. }