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Door.cs 4.9 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Threading;
  5. namespace GameClass.GameObj
  6. {
  7. /// <summary>
  8. /// 门
  9. /// </summary>
  10. public class Door : Immovable
  11. {
  12. public Door(XY initPos, PlaceType placeType) :
  13. base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Door)
  14. {
  15. switch (placeType)
  16. {
  17. case PlaceType.Door3:
  18. doorNum = 3;
  19. break;
  20. case PlaceType.Door5:
  21. doorNum = 5;
  22. break;
  23. case PlaceType.Door6:
  24. default:
  25. doorNum = 6;
  26. break;
  27. }
  28. }
  29. private readonly int doorNum;
  30. public int DoorNum => doorNum;
  31. public override bool IsRigid => !isOpen;
  32. public override ShapeType Shape => ShapeType.Square;
  33. private Character? whoLockOrOpen = null;
  34. public Character? WhoLockOrOpen
  35. {
  36. get
  37. {
  38. lock (gameObjLock)
  39. return whoLockOrOpen;
  40. }
  41. }
  42. private bool isOpen = true;
  43. public bool IsOpen
  44. {
  45. get
  46. {
  47. lock (gameObjLock)
  48. return isOpen;
  49. }
  50. }
  51. private int lockDegree = 0;
  52. public int LockDegree
  53. {
  54. get
  55. {
  56. lock (gameObjLock)
  57. return lockDegree;
  58. }
  59. set
  60. {
  61. value = (value > GameData.degreeOfLockingOrOpeningTheDoor) ? GameData.degreeOfLockingOrOpeningTheDoor : value;
  62. lock (gameObjLock)
  63. lockDegree = value;
  64. }
  65. }
  66. private long openStartTime = 0;
  67. public long OpenStartTime
  68. {
  69. get
  70. {
  71. lock (gameObjLock)
  72. return openStartTime;
  73. }
  74. }
  75. public bool TryOpen(Character character)
  76. {
  77. lock (gameObjLock)
  78. {
  79. if (isOpen) return false;
  80. if (whoLockOrOpen != null) return false;
  81. openStartTime = Environment.TickCount64;
  82. whoLockOrOpen = character;
  83. return true;
  84. }
  85. }
  86. public void StopOpen()
  87. {
  88. lock (gameObjLock)
  89. {
  90. if (whoLockOrOpen != null)
  91. {
  92. if ((Environment.TickCount64 - openStartTime) >= GameData.degreeOfLockingOrOpeningTheDoor / whoLockOrOpen.SpeedOfOpeningOrLocking)
  93. //现在框架没有问题,但是调用可变的SpeedOfOpeningOrLocking可能死锁
  94. isOpen = true;
  95. whoLockOrOpen = null;
  96. }
  97. }
  98. }
  99. public void FinishOpen()
  100. {
  101. lock (gameObjLock)
  102. {
  103. isOpen = true;
  104. whoLockOrOpen = null;
  105. }
  106. }
  107. public bool TryLock(Character character)
  108. {
  109. lock (gameObjLock)
  110. {
  111. if (!isOpen) return false;
  112. if (whoLockOrOpen != null) return false;
  113. lockDegree = 0;
  114. whoLockOrOpen = character;
  115. return true;
  116. }
  117. }
  118. public void StopLock()
  119. {
  120. lock (gameObjLock)
  121. {
  122. if (lockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  123. isOpen = false;
  124. whoLockOrOpen = null;
  125. }
  126. }
  127. public void FinishLock()
  128. {
  129. lock (gameObjLock)
  130. {
  131. isOpen = false;
  132. whoLockOrOpen = null;
  133. }
  134. }
  135. public void ForceToOpen()
  136. {
  137. Character? character;
  138. lock (gameObjLock)
  139. {
  140. character = whoLockOrOpen;
  141. whoLockOrOpen = null;
  142. isOpen = true;
  143. }
  144. if (character != null)
  145. {
  146. lock (character.ActionLock)
  147. {
  148. if (character.PlayerState == PlayerStateType.OpeningTheDoor)
  149. {
  150. character.ReleaseTool(DoorNum switch
  151. {
  152. 3 => PropType.Key3,
  153. 5 => PropType.Key5,
  154. _ => PropType.Key6,
  155. });
  156. character.SetPlayerStateNaturally();
  157. }
  158. else if (character.PlayerState == PlayerStateType.LockingTheDoor)
  159. {
  160. character.SetPlayerStateNaturally();
  161. }
  162. }
  163. }
  164. }
  165. }
  166. }