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GameData.cs 6.2 kB

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  1. using System;
  2. namespace Preparation.Utility
  3. {
  4. public static class GameData
  5. {
  6. #region 基本常数与常方法
  7. public const int numOfPosGridPerCell = 1000; // 每格的【坐标单位】数
  8. public const int numOfStepPerSecond = 20; // 每秒行走的步数
  9. public const int frameDuration = 50; // 每帧时长
  10. public const int lengthOfMap = 50000; // 地图长度
  11. public const int rows = 50; // 行数
  12. public const int cols = 50; // 列数
  13. public const long gameDuration = 600000; // 游戏时长600000ms = 10min
  14. public const int MinSpeed = 1; // 最小速度
  15. public const int MaxSpeed = int.MaxValue; // 最大速度
  16. public const int numOfBirthPoint = 5;
  17. // public const int numOfGenerator = 9;
  18. public const int numOfGeneratorRequiredForRepair = 7;
  19. public const int numOfChest = 8;
  20. private const int numOfObjNotMap = 5;
  21. public static bool IsMap(GameObjType gameObjType)
  22. {
  23. return (uint)gameObjType > numOfObjNotMap;
  24. }
  25. public static XY GetCellCenterPos(int x, int y) // 求格子的中心坐标
  26. {
  27. XY ret = new(x * numOfPosGridPerCell + numOfPosGridPerCell / 2, y * numOfPosGridPerCell + numOfPosGridPerCell / 2);
  28. return ret;
  29. }
  30. public static int PosGridToCellX(XY pos) // 求坐标所在的格子的x坐标
  31. {
  32. return pos.x / numOfPosGridPerCell;
  33. }
  34. public static int PosGridToCellY(XY pos) // 求坐标所在的格子的y坐标
  35. {
  36. return pos.y / numOfPosGridPerCell;
  37. }
  38. public static bool IsInTheSameCell(XY pos1, XY pos2)
  39. {
  40. return PosGridToCellX(pos1) == PosGridToCellX(pos2) && PosGridToCellY(pos1) == PosGridToCellY(pos2);
  41. }
  42. public static bool ApproachToInteract(XY pos1, XY pos2)
  43. {
  44. return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1;
  45. }
  46. #endregion
  47. #region 角色相关
  48. public const int characterRadius = numOfPosGridPerCell / 2 / 5 * 4; // 人物半径
  49. public const int basicTreatSpeed = 100;
  50. public const int basicFixSpeed = 100;
  51. public const int basicTimeOfOpeningOrLocking = 3000;
  52. public const int basicTimeOfClimbingThroughWindows = 870;
  53. public const int basicHp = 3000000; // 初始血量
  54. public const int basicMaxGamingAddiction = 60000;//基本完全沉迷时间
  55. public const int BeginGamingAddiction = 10003;
  56. public const int MidGamingAddiction = 30000;
  57. public const int basicTreatmentDegree = 1500000;
  58. public const int basicRescueDegree = 100000;
  59. public const int basicMoveSpeed = 1260; // 基本移动速度,单位:s-1
  60. public const int characterMaxSpeed = 12000; // 最大速度
  61. public const int basicBulletMoveSpeed = 2700; // 基本子弹移动速度,单位:s-1
  62. public const double basicConcealment = 1.0;
  63. public const int basicAlertnessRadius = 30700;
  64. public const int maxNumOfPropInPropInventory = 3;
  65. public const int addScoreWhenKillOneLevelPlayer = 30; // 击杀一级角色获得的加分
  66. public static XY PosWhoDie = new XY(1, 1);
  67. public static bool IsGhost(CharacterType characterType)
  68. {
  69. return characterType switch
  70. {
  71. CharacterType.Assassin => true,
  72. _ => false,
  73. };
  74. }
  75. #endregion
  76. #region 攻击与子弹相关
  77. public const int basicApOfGhost = 1500000; // 捣蛋鬼攻击力
  78. public const int MinAP = 0; // 最小攻击力
  79. public const int MaxAP = int.MaxValue; // 最大攻击力
  80. public const int basicCD = 3000; // 初始子弹冷却
  81. public const int basicCastTime = 500;//基本前摇时间
  82. public const int basicBackswing = 500;//基本后摇时间
  83. public const int basicRecoveryFromHit = 4300;//基本命中攻击恢复时长
  84. public const int bulletRadius = 200; // 默认子弹半径
  85. public const int basicBulletNum = 3; // 基本初始子弹量
  86. public const double basicRemoteAttackRange = 9000; // 基本远程攻击范围
  87. public const double basicAttackShortRange = 2700; // 基本近程攻击范围
  88. public const double basicBulletBombRange = 3000; // 基本子弹爆炸范围
  89. #endregion
  90. #region 技能相关
  91. public const int commonSkillCD = 30000; // 普通技能标准冷却时间
  92. public const int commonSkillTime = 10000; // 普通技能标准持续时间
  93. /// <summary>
  94. /// BeginToCharge
  95. /// </summary>
  96. public const int TimeOfGhostFainting = 7220;//=AP of Ram
  97. public const int TimeOfStudentFainting = 2090;
  98. #endregion
  99. #region 道具相关
  100. public const int MinPropTypeNum = 1;
  101. public const int MaxPropTypeNum = 10;
  102. public const int PropRadius = numOfPosGridPerCell / 2;
  103. public const int PropMoveSpeed = 3000;
  104. public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell;
  105. public const long PropProduceTime = 10000;
  106. public const int PropDuration = 10000;
  107. public const int numOfKeyEachArea = 2;
  108. public const int numOfPropTypeNotKey = 4;
  109. public const int numOfTeachingBuilding = 3;
  110. #endregion
  111. #region 物体相关
  112. public const int degreeOfFixedGenerator = 10300000;
  113. public const int maxNumOfPropInChest = 2;
  114. #endregion
  115. #region 游戏帧相关
  116. public const long checkInterval = 50; // 检查位置标志、补充子弹的帧时长
  117. #endregion
  118. }
  119. }