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Skill.cs 5.0 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. namespace GameClass.GameObj
  4. {
  5. public class BecomeVampire : IActiveSkill // 化身吸血鬼
  6. {
  7. public int SkillCD => GameData.commonSkillCD * 4 / 3;
  8. public int DurationTime => GameData.commonSkillTime;
  9. private readonly object commonSkillLock = new object();
  10. public object ActiveSkillLock => commonSkillLock;
  11. public bool isBeingUsed = false;
  12. public bool IsBeingUsed
  13. {
  14. get => isBeingUsed; set => isBeingUsed = value;
  15. }
  16. }
  17. public class CanBeginToCharge : IActiveSkill
  18. {
  19. public int SkillCD => GameData.commonSkillCD / 5;
  20. public int DurationTime => GameData.commonSkillTime * 6 / 10;
  21. private readonly object commonSkillLock = new object();
  22. public object ActiveSkillLock => commonSkillLock;
  23. public bool isBeingUsed = false;
  24. public bool IsBeingUsed
  25. {
  26. get => isBeingUsed; set => isBeingUsed = value;
  27. }
  28. }
  29. public class BecomeInvisible : IActiveSkill
  30. {
  31. public int SkillCD => GameData.commonSkillCD;
  32. public int DurationTime => GameData.commonSkillTime * 6 / 10;
  33. private readonly object commonSkillLock = new object();
  34. public object ActiveSkillLock => commonSkillLock;
  35. public bool isBeingUsed = false;
  36. public bool IsBeingUsed
  37. {
  38. get => isBeingUsed; set => isBeingUsed = value;
  39. }
  40. }
  41. public class Punish : IActiveSkill
  42. {
  43. public int SkillCD => GameData.commonSkillCD;
  44. public int DurationTime => 0;
  45. private readonly object commonSkillLock = new object();
  46. public object ActiveSkillLock => commonSkillLock;
  47. public bool isBeingUsed = false;
  48. public bool IsBeingUsed
  49. {
  50. get => isBeingUsed; set => isBeingUsed = value;
  51. }
  52. }
  53. public class NuclearWeapon : IActiveSkill // 核武器
  54. {
  55. public int SkillCD => GameData.commonSkillCD * 7 / 3;
  56. public int DurationTime => GameData.commonSkillTime / 10;
  57. private readonly object commonSkillLock = new object();
  58. public object ActiveSkillLock => commonSkillLock;
  59. public bool isBeingUsed = false;
  60. public bool IsBeingUsed
  61. {
  62. get => isBeingUsed; set => isBeingUsed = value;
  63. }
  64. }
  65. public class UseKnife : IActiveSkill
  66. {
  67. public int SkillCD => GameData.commonSkillCD * 2 / 3;
  68. public int DurationTime => GameData.commonSkillTime / 10;
  69. private readonly object commonSkillLock = new object();
  70. public object ActiveSkillLock => commonSkillLock;
  71. public bool isBeingUsed = false;
  72. public bool IsBeingUsed
  73. {
  74. get => isBeingUsed; set => isBeingUsed = value;
  75. }
  76. }
  77. public class SuperFast : IActiveSkill // 3倍速
  78. {
  79. public int SkillCD => GameData.commonSkillCD;
  80. public int DurationTime => GameData.commonSkillTime * 4 / 10;
  81. private readonly object commonSkillLock = new object();
  82. public object ActiveSkillLock => commonSkillLock;
  83. public bool isBeingUsed = false;
  84. public bool IsBeingUsed
  85. {
  86. get => isBeingUsed; set => isBeingUsed = value;
  87. }
  88. }
  89. public class NullSkill : IActiveSkill
  90. {
  91. public int SkillCD => GameData.commonSkillCD;
  92. public int DurationTime => GameData.commonSkillTime;
  93. private readonly object commonSkillLock = new object();
  94. public object ActiveSkillLock => commonSkillLock;
  95. public bool isBeingUsed = false;
  96. public bool IsBeingUsed
  97. {
  98. get => isBeingUsed; set => isBeingUsed = false;
  99. }
  100. }
  101. public static class SkillFactory
  102. {
  103. public static IActiveSkill FindIActiveSkill(ActiveSkillType activeSkillType)
  104. {
  105. switch (activeSkillType)
  106. {
  107. case ActiveSkillType.BecomeInvisible:
  108. return new BecomeInvisible();
  109. case ActiveSkillType.UseKnife:
  110. return new UseKnife();
  111. case ActiveSkillType.CanBeginToCharge:
  112. return new CanBeginToCharge();
  113. case ActiveSkillType.Punish:
  114. return new Punish();
  115. default:
  116. return new NullSkill();
  117. }
  118. }
  119. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  120. {
  121. switch (ActiveSkill)
  122. {
  123. case BecomeInvisible:
  124. return ActiveSkillType.BecomeInvisible;
  125. case UseKnife:
  126. return ActiveSkillType.UseKnife;
  127. case CanBeginToCharge:
  128. return ActiveSkillType.CanBeginToCharge;
  129. case Punish:
  130. return ActiveSkillType.Punish;
  131. default:
  132. return ActiveSkillType.Null;
  133. }
  134. }
  135. }
  136. }