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Character.SkillManager.cs 4.7 kB

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  1. using GameClass.Skill;
  2. using Preparation.Utility;
  3. using System.Collections.Generic;
  4. using System;
  5. namespace GameClass.GameObj
  6. {
  7. public partial class Character
  8. {
  9. private delegate bool CharacterActiveSkill(Character player); // 返回值:是否成功释放了技能
  10. private delegate void CharacterPassiveSkill(Character player);
  11. private readonly CharacterActiveSkill commonSkill;
  12. private readonly ActiveSkillType commonSkillType;
  13. public ActiveSkillType CommonSkillType => commonSkillType;
  14. private readonly CharacterType characterType;
  15. public CharacterType CharacterType => characterType;
  16. public bool UseCommonSkill()
  17. {
  18. return commonSkill(this);
  19. }
  20. private Dictionary<ActiveSkillType, int> TimeUntilActiveSkillAvailable { get; set; }
  21. public bool SetTimeUntilActiveSkillAvailable(ActiveSkillType activeSkillType, int timeUntilActiveSkillAvailable)
  22. {
  23. lock (gameObjLock)
  24. if (TimeUntilActiveSkillAvailable.ContainsKey(activeSkillType))
  25. {
  26. TimeUntilActiveSkillAvailable[activeSkillType] = (timeUntilActiveSkillAvailable > 0) ? timeUntilActiveSkillAvailable : 0;
  27. return true;
  28. }
  29. return false;
  30. }
  31. readonly CharacterPassiveSkill passiveSkill;
  32. public void UsePassiveSkill()
  33. {
  34. passiveSkill(this);
  35. return;
  36. }
  37. public bool IsGhost()
  38. {
  39. return this.characterType switch
  40. {
  41. this.CharacterType.Assassin => true,
  42. this.CharacterType.Vampire => true,
  43. this.CharacterType.Null => false,
  44. this.CharacterType.RecoverAfterBattle => false,
  45. this.CharacterType.SpeedUpWhenLeavingGrass => false,
  46. this.CharacterType.PSkill4 => false,
  47. this.CharacterType.PSkill5 => false,
  48. _ => false,
  49. };
  50. }
  51. public Character(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType, ActiveSkillType commonSkillType) :
  52. base(initPos, initRadius, initPlace, GameObjType.Character)
  53. {
  54. this.CanMove = true;
  55. this.score = 0;
  56. this.propInventory = null;
  57. this.buffManeger = new BuffManeger();
  58. IPassiveSkill pSkill;
  59. IActiveSkill cSkill;
  60. switch (characterType)
  61. {
  62. case this.CharacterType.Assassin:
  63. pSkill = null;
  64. break;
  65. case this.CharacterType.RecoverAfterBattle:
  66. pSkill = new RecoverAfterBattle();
  67. break;
  68. case this.CharacterType.SpeedUpWhenLeavingGrass:
  69. pSkill = new SpeedUpWhenLeavingGrass();
  70. break;
  71. case this.CharacterType.Vampire:
  72. pSkill = new Vampire();
  73. break;
  74. default:
  75. pSkill = new NoPassiveSkill();
  76. break;
  77. }
  78. switch (commonSkillType)
  79. {
  80. case ActiveSkillType.BecomeAssassin:
  81. cSkill = new BecomeInvisible();
  82. break;
  83. case ActiveSkillType.BecomeVampire:
  84. cSkill = new BecomeVampire();
  85. break;
  86. case ActiveSkillType.NuclearWeapon:
  87. cSkill = new NuclearWeapon();
  88. break;
  89. case ActiveSkillType.SuperFast:
  90. cSkill = new SuperFast();
  91. break;
  92. default:
  93. cSkill = new NoCommonSkill();
  94. break;
  95. }
  96. this.MaxHp = cSkill.MaxHp;
  97. this.hp = cSkill.MaxHp;
  98. this.OrgMoveSpeed = cSkill.MoveSpeed;
  99. this.moveSpeed = cSkill.MoveSpeed;
  100. this.maxBulletNum = cSkill.MaxBulletNum;
  101. this.bulletNum = maxBulletNum;
  102. this.bulletOfPlayer = pSkill.InitBullet;
  103. this.OriBulletOfPlayer = pSkill.InitBullet;
  104. this.passiveSkill = pSkill.SkillEffect;
  105. this.commonSkill = cSkill.SkillEffect;
  106. this.characterType = characterType;
  107. this.commonSkillType = commonSkillType;
  108. // UsePassiveSkill(); //创建player时开始被动技能,这一过程也可以放到gamestart时进行
  109. // 这可以放在AddPlayer中做
  110. Debugger.Output(this, "constructed!");
  111. }
  112. }
  113. }