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Skill.cs 5.8 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. namespace GameClass.GameObj
  4. {
  5. public class CanBeginToCharge : IActiveSkill
  6. {
  7. public int SkillCD => GameData.commonSkillCD / 5;
  8. public int DurationTime => GameData.commonSkillTime * 6 / 10;
  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 BecomeInvisible : IActiveSkill
  18. {
  19. public int SkillCD => GameData.commonSkillCD;
  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 Punish : IActiveSkill
  30. {
  31. public int SkillCD => GameData.commonSkillCD;
  32. public int DurationTime => 0;
  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 Howl : IActiveSkill
  42. {
  43. public int SkillCD => GameData.commonSkillCD * 3 / 4;
  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 JumpyBomb : IActiveSkill
  54. {
  55. public int SkillCD => GameData.commonSkillCD / 25 * 5;
  56. public int DurationTime => GameData.commonSkillTime / 2;
  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 WriteAnswers : IActiveSkill
  78. {
  79. public int SkillCD => GameData.commonSkillCD;
  80. public int DurationTime => 0;
  81. private readonly object commonSkillLock = new object();
  82. public object ActiveSkillLock => commonSkillLock;
  83. private int degreeOfMeditation = 0;
  84. public int DegreeOfMeditation
  85. {
  86. get => degreeOfMeditation;
  87. set
  88. {
  89. lock (commonSkillLock)
  90. {
  91. degreeOfMeditation = value;
  92. }
  93. }
  94. }
  95. public bool isBeingUsed = false;
  96. public bool IsBeingUsed
  97. {
  98. get => isBeingUsed; set => isBeingUsed = value;
  99. }
  100. }
  101. public class NullSkill : IActiveSkill
  102. {
  103. public int SkillCD => GameData.commonSkillCD;
  104. public int DurationTime => GameData.commonSkillTime;
  105. private readonly object commonSkillLock = new object();
  106. public object ActiveSkillLock => commonSkillLock;
  107. public bool isBeingUsed = false;
  108. public bool IsBeingUsed
  109. {
  110. get => isBeingUsed; set => isBeingUsed = false;
  111. }
  112. }
  113. public static class SkillFactory
  114. {
  115. public static IActiveSkill FindIActiveSkill(ActiveSkillType activeSkillType)
  116. {
  117. switch (activeSkillType)
  118. {
  119. case ActiveSkillType.BecomeInvisible:
  120. return new BecomeInvisible();
  121. case ActiveSkillType.UseKnife:
  122. return new UseKnife();
  123. case ActiveSkillType.Howl:
  124. return new Howl();
  125. case ActiveSkillType.CanBeginToCharge:
  126. return new CanBeginToCharge();
  127. case ActiveSkillType.Punish:
  128. return new Punish();
  129. case ActiveSkillType.JumpyBomb:
  130. return new JumpyBomb();
  131. case ActiveSkillType.WriteAnswers:
  132. return new WriteAnswers();
  133. default:
  134. return new NullSkill();
  135. }
  136. }
  137. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  138. {
  139. switch (ActiveSkill)
  140. {
  141. case BecomeInvisible:
  142. return ActiveSkillType.BecomeInvisible;
  143. case Howl:
  144. return ActiveSkillType.Howl;
  145. case UseKnife:
  146. return ActiveSkillType.UseKnife;
  147. case CanBeginToCharge:
  148. return ActiveSkillType.CanBeginToCharge;
  149. case Punish:
  150. return ActiveSkillType.Punish;
  151. case JumpyBomb:
  152. return ActiveSkillType.JumpyBomb;
  153. case WriteAnswers:
  154. return ActiveSkillType.WriteAnswers;
  155. default:
  156. return ActiveSkillType.Null;
  157. }
  158. }
  159. }
  160. }