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Bullet.cs 3.1 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. namespace GameClass.GameObj
  5. {
  6. public abstract class Bullet : ObjOfCharacter
  7. {
  8. /// <summary>
  9. /// //攻击力
  10. /// </summary>
  11. public abstract double BulletBombRange{ get; }
  12. public abstract double BulletAttackRange{ get; }
  13. public abstract int AP { get; }
  14. public abstract int Speed { get; }
  15. public abstract bool IsToBomb { get; }
  16. public abstract int Backswing { get; }
  17. public abstract int RecoveryFromHit { get; }
  18. private readonly bool hasSpear;
  19. /// <summary>
  20. /// 是否有矛
  21. /// </summary>
  22. public bool HasSpear => hasSpear;
  23. /// <summary>
  24. /// 与THUAI4不同的一个攻击判定方案,通过这个函数判断爆炸时能否伤害到target
  25. /// </summary>
  26. /// <param name="target">被尝试攻击者</param>
  27. /// <returns>是否可以攻击到</returns>
  28. public abstract bool CanAttack(GameObj target);
  29. protected override bool IgnoreCollideExecutor(IGameObj targetObj)
  30. {
  31. if (targetObj.Type == GameObjType.BirthPoint || targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet)
  32. return true;
  33. return false;
  34. }
  35. public Bullet(Character player, int radius) :
  36. base(player.Position, radius, PlaceType.Null, GameObjType.Bullet)
  37. {
  38. this.CanMove = true;
  39. this.moveSpeed = this.Speed;
  40. this.hasSpear = player.HasSpear;
  41. this.Parent = player;
  42. }
  43. public override bool IsRigid => true; // 默认为true
  44. public override ShapeType Shape => ShapeType.Circle; // 默认为圆形
  45. public abstract BulletType TypeOfBullet { get; }
  46. }
  47. public static class BulletFactory
  48. {
  49. public static Bullet? GetBullet(Character character)
  50. {
  51. Bullet? newBullet = null;
  52. switch (character.BulletOfPlayer)
  53. {
  54. case BulletType.AtomBomb:
  55. newBullet = new AtomBomb(character);
  56. break;
  57. case BulletType.LineBullet:
  58. newBullet = new LineBullet(character);
  59. break;
  60. case BulletType.FastBullet:
  61. newBullet = new FastBullet(character);
  62. break;
  63. case BulletType.OrdinaryBullet:
  64. newBullet = new OrdinaryBullet(character);
  65. break;
  66. default:
  67. break;
  68. }
  69. return newBullet;
  70. }
  71. public static int BulletRadius(BulletType bulletType)
  72. {
  73. switch (bulletType)
  74. {
  75. case BulletType.AtomBomb:
  76. case BulletType.LineBullet:
  77. case BulletType.FastBullet:
  78. case BulletType.OrdinaryBullet:
  79. default:
  80. return GameData.bulletRadius;
  81. }
  82. }
  83. }
  84. }