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ActionManager.cs 30 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using GameEngine;
  5. using Preparation.Utility;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private readonly ActionManager actionManager;
  12. private class ActionManager
  13. {
  14. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  15. {
  16. if (moveTimeInMilliseconds < 5) return false;
  17. long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Moving);
  18. if (stateNum == -1) return false;
  19. new Thread
  20. (
  21. () =>
  22. {
  23. playerToMove.ThreadNum.WaitOne();
  24. if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
  25. {
  26. playerToMove.ThreadNum.Release();
  27. return;
  28. }
  29. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  30. }
  31. )
  32. { IsBackground = true }.Start();
  33. return true;
  34. }
  35. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  36. {
  37. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  38. long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Charmed);
  39. if (stateNum == -1) return false;
  40. new Thread
  41. (() =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
  45. {
  46. playerToMove.ThreadNum.Release();
  47. return;
  48. }
  49. else
  50. {
  51. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  52. Thread.Sleep(moveTimeInMilliseconds);
  53. lock (playerToMove.ActionLock)
  54. {
  55. lock (playerToMove.ActionLock)
  56. {
  57. if (stateNum == playerToMove.StateNum)
  58. playerToMove.SetPlayerStateNaturally();
  59. }
  60. }
  61. }
  62. }
  63. )
  64. { IsBackground = true }.Start();
  65. return true;
  66. }
  67. public static bool Stop(Character player)
  68. {
  69. lock (player.ActionLock)
  70. {
  71. if (player.Commandable())
  72. {
  73. player.SetPlayerState(RunningStateType.Null);
  74. return true;
  75. }
  76. }
  77. return false;
  78. }
  79. public bool Fix(Student player)// 自动检查有无发电机可修
  80. {
  81. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  82. if (generatorForFix == null) return false;
  83. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  84. return false;
  85. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Fixing);
  86. if (stateNum == -1) return false;
  87. new Thread
  88. (
  89. () =>
  90. {
  91. player.ThreadNum.WaitOne();
  92. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  93. {
  94. player.ThreadNum.Release();
  95. return;
  96. }
  97. generatorForFix.AddNumOfFixing();
  98. Thread.Sleep(GameData.checkInterval);
  99. new FrameRateTaskExecutor<int>(
  100. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  101. loopToDo: () =>
  102. {
  103. if (generatorForFix.Repair(player.FixSpeed * GameData.checkInterval, player))
  104. gameMap.AddNumOfRepairedGenerators();
  105. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  106. {
  107. lock (player.ActionLock)
  108. {
  109. if (stateNum == player.StateNum)
  110. player.SetPlayerState(RunningStateType.Null);
  111. }
  112. return false;
  113. }
  114. return true;
  115. },
  116. timeInterval: GameData.checkInterval,
  117. finallyReturn: () => 0
  118. )
  119. .Start();
  120. player.ThreadNum.Release();
  121. generatorForFix.SubNumOfFixing();
  122. }
  123. )
  124. { IsBackground = true }.Start();
  125. return true;
  126. }
  127. public bool OpenDoorway(Student player)
  128. {
  129. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  130. if (doorwayToOpen == null) return false;
  131. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  132. if (stateNum == -1) return false;
  133. new Thread
  134. (
  135. () =>
  136. {
  137. player.ThreadNum.WaitOne();
  138. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  139. {
  140. player.ThreadNum.Release();
  141. return;
  142. }
  143. doorwayToOpen.TryToOpen();
  144. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  145. if (player.ResetPlayerState(stateNum))
  146. {
  147. doorwayToOpen.FinishOpenning();
  148. player.ThreadNum.Release();
  149. }
  150. }
  151. )
  152. { IsBackground = true }.Start();
  153. return true;
  154. }
  155. public bool Escape(Student player)
  156. {
  157. if (player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  158. return false;
  159. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  160. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  161. {
  162. if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
  163. player.AddScore(GameData.StudentScoreEscape);
  164. gameMap.MapEscapeStudent();
  165. return true;
  166. }
  167. else
  168. {
  169. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  170. if (emergencyExit != null && emergencyExit.IsOpen)
  171. {
  172. if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
  173. player.AddScore(GameData.StudentScoreEscape);
  174. gameMap.MapEscapeStudent();
  175. return true;
  176. }
  177. return false;
  178. }
  179. }
  180. public bool Treat(Student player, Student? playerTreated = null)
  181. {
  182. if (player.CharacterType == CharacterType.Robot) return false;
  183. if (playerTreated == null)
  184. {
  185. playerTreated = gameMap.StudentForInteract(player.Position);
  186. if (playerTreated == null) return false;
  187. }
  188. else if (!GameData.ApproachToInteract(playerTreated.Position, player.Position)) return false;
  189. if (playerTreated.HP == playerTreated.MaxHp) return false;
  190. long stateNumTreated = playerTreated.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treated);
  191. if (stateNumTreated == -1) return false;
  192. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treating);
  193. if (stateNum == -1)
  194. {
  195. lock (playerTreated.ActionLock)
  196. {
  197. if (playerTreated.StateNum == stateNumTreated)
  198. player.SetPlayerStateNaturally();
  199. }
  200. return false;
  201. }
  202. new Thread
  203. (
  204. () =>
  205. {
  206. player.ThreadNum.WaitOne();
  207. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  208. {
  209. player.ThreadNum.Release();
  210. lock (playerTreated.ActionLock)
  211. {
  212. if (playerTreated.StateNum == stateNumTreated)
  213. playerTreated.SetPlayerStateNaturally();
  214. }
  215. return;
  216. }
  217. playerTreated.ThreadNum.WaitOne();
  218. if (!playerTreated.StartThread(stateNum, RunningStateType.RunningActively))
  219. {
  220. playerTreated.ThreadNum.Release();
  221. lock (player.ActionLock)
  222. {
  223. if (player.StateNum == stateNum)
  224. player.SetPlayerStateNaturally();
  225. }
  226. player.ThreadNum.Release();
  227. return;
  228. }
  229. Thread.Sleep(GameData.checkInterval);
  230. new FrameRateTaskExecutor<int>(
  231. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  232. loopToDo: () =>
  233. {
  234. lock (playerTreated.ActionLock)
  235. {
  236. if (playerTreated.StateNum == stateNumTreated)
  237. {
  238. if (playerTreated.AddDegreeOfTreatment(GameData.checkInterval * player.TreatSpeed, player))
  239. {
  240. playerTreated.SetPlayerStateNaturally();
  241. return false;
  242. }
  243. }
  244. else return false;
  245. }
  246. return true;
  247. },
  248. timeInterval: GameData.checkInterval,
  249. finallyReturn: () => 0
  250. )
  251. .Start();
  252. player.ThreadNum.Release();
  253. playerTreated.ThreadNum.Release();
  254. if (player.ResetPlayerState(stateNum))
  255. return;
  256. playerTreated.ResetPlayerState(stateNumTreated);
  257. }
  258. )
  259. { IsBackground = true }.Start();
  260. return true;
  261. }
  262. public bool Rescue(Student player, Student? playerRescued = null)
  263. {
  264. if (player.CharacterType == CharacterType.Robot) return false;
  265. if (playerRescued == null)
  266. {
  267. playerRescued = gameMap.StudentForInteract(player.Position);
  268. if (playerRescued == null) return false;
  269. }
  270. else if (!GameData.ApproachToInteract(playerRescued.Position, player.Position)) return false;
  271. long stateNumRescued = playerRescued.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescued);
  272. if (stateNumRescued == -1) return false;
  273. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescuing);
  274. if (stateNum == -1)
  275. {
  276. playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  277. return false;
  278. }
  279. new Thread
  280. (
  281. () =>
  282. {
  283. player.ThreadNum.WaitOne();
  284. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  285. {
  286. player.ThreadNum.Release();
  287. playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  288. return;
  289. }
  290. playerRescued.ThreadNum.WaitOne();
  291. if (!playerRescued.StartThread(stateNumRescued, RunningStateType.RunningSleepily))
  292. {
  293. playerRescued.ThreadNum.Release();
  294. if (!player.ResetPlayerState(stateNum))
  295. player.ThreadNum.Release();
  296. return;
  297. }
  298. new FrameRateTaskExecutor<int>(
  299. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  300. loopToDo: () =>
  301. {
  302. lock (playerRescued.ActionLock)
  303. {
  304. if (playerRescued.StateNum == stateNumRescued)
  305. {
  306. if (playerRescued.AddTimeOfRescue(GameData.checkInterval))
  307. {
  308. playerRescued.SetPlayerStateNaturally();
  309. playerRescued.HP = playerRescued.MaxHp / 2;
  310. player.AddScore(GameData.StudentScoreRescue);
  311. return false;
  312. }
  313. }
  314. else return false;
  315. }
  316. return true;
  317. },
  318. timeInterval: GameData.checkInterval,
  319. finallyReturn: () => 0
  320. )
  321. .Start();
  322. playerRescued.SetTimeOfRescue(0);
  323. player.ThreadNum.Release();
  324. playerRescued.ThreadNum.Release();
  325. if (player.ResetPlayerState(stateNum)) return;
  326. playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  327. }
  328. )
  329. { IsBackground = true }.Start();
  330. return true;
  331. }
  332. public bool OpenChest(Character player)
  333. {
  334. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  335. if (chestToOpen == null) return false;
  336. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheChest, chestToOpen);
  337. if (stateNum == -1) return false;
  338. new Thread
  339. (
  340. () =>
  341. {
  342. player.ThreadNum.WaitOne();
  343. lock (player.ActionLock)
  344. {
  345. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  346. {
  347. player.ThreadNum.Release();
  348. return;
  349. }
  350. else
  351. if (!chestToOpen.Open(player))
  352. {
  353. player.ThreadNum.Release();
  354. player.SetPlayerStateNaturally();
  355. return;
  356. }
  357. }
  358. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  359. if (player.ResetPlayerState(stateNum))
  360. {
  361. player.ThreadNum.Release();
  362. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  363. {
  364. Gadget prop = chestToOpen.PropInChest[i];
  365. chestToOpen.PropInChest[i] = new NullProp();
  366. prop.ReSetPos(player.Position);
  367. gameMap.Add(prop);
  368. }
  369. }
  370. }
  371. )
  372. { IsBackground = true }.Start();
  373. return true;
  374. }
  375. public bool ClimbingThroughWindow(Character player)
  376. {
  377. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  378. if (windowForClimb == null) return false;
  379. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.ClimbingThroughWindows, windowForClimb);
  380. if (stateNum == -1) return false;
  381. XY windowToPlayer = new(
  382. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  383. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  384. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  385. if (characterInWindow != null)
  386. {
  387. if (player.IsGhost() && !characterInWindow.IsGhost())
  388. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  389. return false;
  390. }
  391. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  392. gameMap.Add(addWall);*/
  393. new Thread
  394. (
  395. () =>
  396. {
  397. player.ThreadNum.WaitOne();
  398. lock (player.ActionLock)
  399. {
  400. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  401. {
  402. player.ThreadNum.Release();
  403. return;
  404. }
  405. if (!windowForClimb.TryToClimb(player))
  406. {
  407. player.SetPlayerStateNaturally();
  408. player.ThreadNum.Release();
  409. return;
  410. }
  411. }
  412. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  413. lock (player.ActionLock)
  414. {
  415. if (!player.StartThread(stateNum, RunningStateType.RunningActively)) return;
  416. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  417. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  418. }
  419. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  420. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  421. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  422. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  423. lock (player.ActionLock)
  424. {
  425. if (stateNum == player.StateNum)
  426. {
  427. player.SetPlayerStateNaturally();
  428. windowForClimb.FinishClimbing();
  429. }
  430. }
  431. }
  432. )
  433. { IsBackground = true }.Start();
  434. return true;
  435. }
  436. public bool LockDoor(Character player)
  437. {
  438. if (player.CharacterType == CharacterType.Robot) return false;
  439. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  440. if (doorToLock == null) return false;
  441. PropType propType = doorToLock.DoorNum switch
  442. {
  443. 3 => PropType.Key3,
  444. 5 => PropType.Key5,
  445. _ => PropType.Key6,
  446. };
  447. if (!player.UseTool(propType)) return false;
  448. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.LockingTheDoor, doorToLock);
  449. if (stateNum == -1)
  450. {
  451. player.ReleaseTool(propType);
  452. return false;
  453. }
  454. new Thread
  455. (
  456. () =>
  457. {
  458. player.ThreadNum.WaitOne();
  459. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  460. {
  461. player.ReleaseTool(propType);
  462. player.ThreadNum.Release();
  463. return;
  464. }
  465. if (!doorToLock.TryLock(player))
  466. {
  467. player.ReleaseTool(propType);
  468. player.ResetPlayerState(stateNum);
  469. player.ThreadNum.Release();
  470. return;
  471. }
  472. Thread.Sleep(GameData.checkInterval);
  473. new FrameRateTaskExecutor<int>(
  474. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  475. loopToDo: () =>
  476. {
  477. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  478. return false;
  479. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  480. return true;
  481. },
  482. timeInterval: GameData.checkInterval,
  483. finallyReturn: () => 0
  484. )
  485. .Start();
  486. doorToLock.StopLock();
  487. player.ReleaseTool(propType);
  488. player.ThreadNum.Release();
  489. player.ResetPlayerState(stateNum);
  490. }
  491. )
  492. { IsBackground = true }.Start();
  493. return true;
  494. }
  495. public bool OpenDoor(Character player)
  496. {
  497. if (player.CharacterType == CharacterType.Robot) return false;
  498. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  499. if (doorToLock == null) return false;
  500. PropType propType = doorToLock.DoorNum switch
  501. {
  502. 3 => PropType.Key3,
  503. 5 => PropType.Key5,
  504. _ => PropType.Key6,
  505. };
  506. if (!player.UseTool(propType)) return false;
  507. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoor, doorToLock);
  508. if (stateNum == -1)
  509. {
  510. player.ReleaseTool(propType);
  511. return false;
  512. }
  513. new Thread
  514. (
  515. () =>
  516. {
  517. player.ThreadNum.WaitOne();
  518. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  519. {
  520. player.ReleaseTool(propType);
  521. player.ThreadNum.Release();
  522. return;
  523. }
  524. if (!doorToLock.TryOpen(player))
  525. {
  526. player.ReleaseTool(propType);
  527. if (player.ResetPlayerState(stateNum))
  528. player.ThreadNum.Release();
  529. return;
  530. }
  531. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  532. if (player.ResetPlayerState(stateNum))
  533. {
  534. doorToLock.StopOpen();
  535. player.ReleaseTool(propType);
  536. player.ThreadNum.Release();
  537. }
  538. }
  539. )
  540. { IsBackground = true }.Start();
  541. return true;
  542. }
  543. /*
  544. private void ActivateMine(Character player, Mine mine)
  545. {
  546. gameMap.ObjListLock.EnterWriteLock();
  547. try { gameMap.ObjList.Remove(mine); }
  548. catch { }
  549. finally { gameMap.ObjListLock.ExitWriteLock(); }
  550. switch (mine.GetPropType())
  551. {
  552. case PropType.Dirt:
  553. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  554. break;
  555. case PropType.Attenuator:
  556. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  557. break;
  558. case PropType.Divider:
  559. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  560. break;
  561. }
  562. }
  563. */
  564. private readonly Map gameMap;
  565. private readonly CharacterManager characterManager;
  566. public readonly MoveEngine moveEngine;
  567. public ActionManager(Map gameMap, CharacterManager characterManager)
  568. {
  569. this.gameMap = gameMap;
  570. this.moveEngine = new MoveEngine(
  571. gameMap: gameMap,
  572. OnCollision: (obj, collisionObj, moveVec) =>
  573. {
  574. Character player = (Character)obj;
  575. switch (collisionObj.Type)
  576. {
  577. case GameObjType.Bullet:
  578. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  579. {
  580. if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  581. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  582. gameMap.Remove((GameObj)collisionObj);
  583. }
  584. break;
  585. case GameObjType.Character:
  586. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
  587. {
  588. if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  589. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  590. CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  591. }
  592. break;
  593. case GameObjType.Item:
  594. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  595. {
  596. ((CraftingBench)collisionObj).TryStopSkill();
  597. gameMap.Remove((Item)collisionObj);
  598. }
  599. break;
  600. default:
  601. break;
  602. }
  603. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  604. //if (collisionObj is Mine)
  605. //{
  606. // ActivateMine((Character)obj, (Mine)collisionObj);
  607. // return MoveEngine.AfterCollision.ContinueCheck;
  608. //}
  609. return MoveEngine.AfterCollision.MoveMax;
  610. },
  611. EndMove: obj =>
  612. {
  613. obj.ThreadNum.Release();
  614. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  615. }
  616. );
  617. this.characterManager = characterManager;
  618. }
  619. }
  620. }
  621. }