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Moveable.cs 3.8 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System.Threading;
  4. namespace GameClass.GameObj
  5. {
  6. public abstract class Moveable : GameObj, IMoveable
  7. {
  8. protected readonly object actionLock = new();
  9. public object ActionLock => actionLock;
  10. //player.actionLock>其他.actionLock
  11. private readonly ReaderWriterLockSlim moveReaderWriterLock = new();
  12. public ReaderWriterLockSlim MoveReaderWriterLock => moveReaderWriterLock;
  13. //规定moveReaderWriterLock<actionLock
  14. public Semaphore ThreadNum { get; } = new(1, 1);
  15. protected long stateNum = 0;
  16. public long StateNum
  17. {
  18. get
  19. {
  20. lock (actionLock)
  21. return stateNum;
  22. }
  23. set
  24. {
  25. lock (actionLock) stateNum = value;
  26. }
  27. }
  28. public override XY Position
  29. {
  30. get
  31. {
  32. lock (actionLock)
  33. return position;
  34. }
  35. }
  36. public override XY FacingDirection
  37. {
  38. get
  39. {
  40. lock (actionLock)
  41. return facingDirection;
  42. }
  43. }
  44. private int isMoving = 0;
  45. public bool IsMoving
  46. {
  47. get => (Interlocked.CompareExchange(ref isMoving, 0, 0) == 1);
  48. set => Interlocked.Exchange(ref isMoving, value ? 1 : 0);
  49. }
  50. // 移动,改变坐标
  51. public long MovingSetPos(XY moveVec, long stateNo)
  52. {
  53. if (moveVec.x != 0 || moveVec.y != 0)
  54. {
  55. lock (actionLock)
  56. {
  57. if (!CanMove || IsRemoved) return -1;
  58. if (stateNo != stateNum) return -1;
  59. facingDirection = moveVec;
  60. this.position += moveVec;
  61. }
  62. }
  63. return moveVec * moveVec;
  64. }
  65. public void ReSetPos(XY position)
  66. {
  67. lock (actionLock)
  68. {
  69. this.position = position;
  70. }
  71. }
  72. private int canMove;
  73. public override bool CanMove
  74. {
  75. get => (Interlocked.CompareExchange(ref canMove, 0, 0) == 1);
  76. }
  77. public void ReSetCanMove(bool value)
  78. {
  79. Interlocked.Exchange(ref canMove, (value ? 1 : 0));
  80. }
  81. public bool IsAvailableForMove // 是否能接收移动指令
  82. {
  83. get
  84. {
  85. lock (actionLock)
  86. {
  87. return !IsMoving && CanMove && !IsRemoved;
  88. }
  89. }
  90. }
  91. protected int moveSpeed;
  92. /// <summary>
  93. /// 移动速度
  94. /// </summary>
  95. public int MoveSpeed
  96. {
  97. get => Interlocked.CompareExchange(ref moveSpeed, 0, 0);
  98. set => Interlocked.Exchange(ref moveSpeed, value);
  99. }
  100. /// <summary>
  101. /// 原初移动速度
  102. /// </summary>
  103. public int OrgMoveSpeed { get; protected set; }
  104. /* /// <summary>
  105. /// 复活时数据重置
  106. /// </summary>
  107. public virtual void Reset(PlaceType place)
  108. {
  109. lock (gameObjLock)
  110. {
  111. this.FacingDirection = new XY(1, 0);
  112. isMoving = false;
  113. CanMove = false;
  114. IsRemoved = true;
  115. this.Position = birthPos;
  116. this.Place= place;
  117. }
  118. }*/
  119. public Moveable(XY initPos, int initRadius, GameObjType initType) : base(initPos, initRadius, initType)
  120. {
  121. }
  122. }
  123. }