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Character.Skill.cs 3.6 kB

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  1. using Preparation.Utility;
  2. using Preparation.Interface;
  3. using System.Collections.Generic;
  4. using System;
  5. namespace GameClass.GameObj
  6. {
  7. public partial class Character
  8. {
  9. private readonly CharacterType characterType;
  10. public CharacterType CharacterType => characterType;
  11. private readonly IOccupation occupation;
  12. public IOccupation Occupation => occupation;
  13. private Dictionary<ActiveSkillType, int> timeUntilActiveSkillAvailable = new();
  14. public Dictionary<ActiveSkillType, int> TimeUntilActiveSkillAvailable => timeUntilActiveSkillAvailable;
  15. public bool SetTimeUntilActiveSkillAvailable(ActiveSkillType activeSkillType, int timeUntilActiveSkillAvailable)
  16. {
  17. if (TimeUntilActiveSkillAvailable.ContainsKey(activeSkillType))
  18. {
  19. lock (gameObjLock)
  20. this.timeUntilActiveSkillAvailable[activeSkillType] = (timeUntilActiveSkillAvailable > 0) ? timeUntilActiveSkillAvailable : 0;
  21. return true;
  22. }
  23. return false;
  24. }
  25. public bool AddTimeUntilActiveSkillAvailable(ActiveSkillType activeSkillType, int addTimeUntilActiveSkillAvailable)
  26. {
  27. if (TimeUntilActiveSkillAvailable.ContainsKey(activeSkillType))
  28. {
  29. lock (gameObjLock)
  30. this.timeUntilActiveSkillAvailable[activeSkillType] = (timeUntilActiveSkillAvailable[activeSkillType] + addTimeUntilActiveSkillAvailable > 0) ? timeUntilActiveSkillAvailable[activeSkillType] + addTimeUntilActiveSkillAvailable : 0;
  31. return true;
  32. }
  33. return false;
  34. }
  35. public bool IsGhost()
  36. {
  37. return GameData.IsGhost(CharacterType);
  38. }
  39. protected Character(XY initPos, int initRadius, CharacterType characterType) :
  40. base(initPos, initRadius, GameObjType.Character)
  41. {
  42. this.place = PlaceType.Null;
  43. this.CanMove = true;
  44. this.score = 0;
  45. this.propInventory = null;
  46. this.buffManager = new BuffManager();
  47. switch (characterType)
  48. {
  49. case CharacterType.Assassin:
  50. this.occupation = new Assassin();
  51. break;
  52. case CharacterType.Athlete:
  53. this.occupation = new Athlete();
  54. break;
  55. default:
  56. this.occupation = null;
  57. break;
  58. }
  59. this.MaxHp = Occupation.MaxHp;
  60. this.hp = Occupation.MaxHp;
  61. this.OrgMoveSpeed = Occupation.MoveSpeed;
  62. this.moveSpeed = Occupation.MoveSpeed;
  63. this.cd = Occupation.CD;
  64. this.maxBulletNum = Occupation.MaxBulletNum;
  65. this.bulletNum = maxBulletNum;
  66. this.bulletOfPlayer = Occupation.InitBullet;
  67. this.OriBulletOfPlayer = Occupation.InitBullet;
  68. this.concealment = Occupation.Concealment;
  69. this.alertnessRadius = Occupation.AlertnessRadius;
  70. this.characterType = characterType;
  71. foreach (var activeSkill in this.Occupation.ListOfIActiveSkill)
  72. {
  73. this.TimeUntilActiveSkillAvailable.Add(activeSkill, 0);
  74. }
  75. // UsePassiveSkill(); //创建player时开始被动技能,这一过程也可以放到gamestart时进行
  76. // 这可以放在AddPlayer中做
  77. Debugger.Output(this, "constructed!");
  78. }
  79. }
  80. }