From 35e3c33fb3a6f81da0ac367f79f0bf71e9e3e36f Mon Sep 17 00:00:00 2001 From: shangfengh <3495281661@qq.com> Date: Sat, 27 May 2023 19:39:50 +0800 Subject: [PATCH] chore: :construction: Rename UseProp to ConsumeProp --- .../GameObj/Character/Character.Skill.cs | 3 -- .../GameClass/GameObj/Character/Character.cs | 36 ++++++++++--------- logic/Gaming/CharacterManager.cs | 2 +- logic/Gaming/Game.cs | 2 +- logic/Gaming/PropManager.cs | 6 ++-- logic/Server/RpcServices.cs | 2 +- 6 files changed, 25 insertions(+), 26 deletions(-) diff --git a/logic/GameClass/GameObj/Character/Character.Skill.cs b/logic/GameClass/GameObj/Character/Character.Skill.cs index 1f00ef3..b57c3a5 100644 --- a/logic/GameClass/GameObj/Character/Character.Skill.cs +++ b/logic/GameClass/GameObj/Character/Character.Skill.cs @@ -50,9 +50,6 @@ namespace GameClass.GameObj { this.ActiveSkillDictionary.Add(activeSkill, SkillFactory.FindActiveSkill(activeSkill)); } - - // UsePassiveSkill(); //这一过程放到gamestart时进行 - Debugger.Output(this, "constructed!"); } } diff --git a/logic/GameClass/GameObj/Character/Character.cs b/logic/GameClass/GameObj/Character/Character.cs index d6565f6..68dfdcc 100644 --- a/logic/GameClass/GameObj/Character/Character.cs +++ b/logic/GameClass/GameObj/Character/Character.cs @@ -306,7 +306,7 @@ namespace GameClass.GameObj } public double OriVampire { get; protected set; } #endregion - #region 状态相关的基本属性与方法 + #region 查询状态相关的基本属性与方法 private PlayerStateType playerState = PlayerStateType.Null; public PlayerStateType PlayerState { @@ -370,6 +370,8 @@ namespace GameClass.GameObj || playerState == PlayerStateType.Stunned || playerState == PlayerStateType.Charmed || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving); } + #endregion + #region 更改状态相关的属性和方法 private GameObj? whatInteractingWith = null; public GameObj? WhatInteractingWith { @@ -382,19 +384,6 @@ namespace GameClass.GameObj } } - public bool StartThread(long stateNum, RunningStateType runningState) - { - lock (ActionLock) - { - if (this.StateNum == stateNum) - { - this.runningState = runningState; - return true; - } - } - return false; - } - private long ChangePlayerState(RunningStateType running, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null) { //只能被SetPlayerState引用 @@ -572,6 +561,19 @@ namespace GameClass.GameObj } } + public bool StartThread(long stateNum, RunningStateType runningState) + { + lock (ActionLock) + { + if (this.StateNum == stateNum) + { + this.runningState = runningState; + return true; + } + } + return false; + } + public bool TryToRemoveFromGame(PlayerStateType playerStateType) { lock (actionLock) @@ -641,7 +643,7 @@ namespace GameClass.GameObj /// 使用物品栏中的道具 /// /// 被使用的道具 - public Gadget UseProp(int indexing) + public Gadget ConsumeProp(int indexing) { if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory) return new NullProp(); @@ -654,7 +656,7 @@ namespace GameClass.GameObj } } - public Gadget UseProp(PropType propType) + public Gadget ConsumeProp(PropType propType) { if (propType == PropType.Null) { @@ -689,7 +691,7 @@ namespace GameClass.GameObj return new NullProp(); } - public bool UseTool(PropType propType) + public bool UseTool(PropType propType)//占用道具,使其不能重复使用和被消耗 { lock (inventoryLock) { diff --git a/logic/Gaming/CharacterManager.cs b/logic/Gaming/CharacterManager.cs index a95ca20..53903ce 100644 --- a/logic/Gaming/CharacterManager.cs +++ b/logic/Gaming/CharacterManager.cs @@ -393,7 +393,7 @@ namespace Gaming for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++) { - Gadget? prop = player.UseProp(i); + Gadget? prop = player.ConsumeProp(i); if (prop != null) { prop.ReSetPos(player.Position); diff --git a/logic/Gaming/Game.cs b/logic/Gaming/Game.cs index 04af9bd..c9a7268 100644 --- a/logic/Gaming/Game.cs +++ b/logic/Gaming/Game.cs @@ -238,7 +238,7 @@ namespace Gaming Character? player = gameMap.FindPlayerToAction(playerID); if (player != null) { - propManager.UseProp(player, propType); + propManager.ConsumeProp(player, propType); } } public void ThrowProp(long playerID, PropType propType = PropType.Null) diff --git a/logic/Gaming/PropManager.cs b/logic/Gaming/PropManager.cs index 5127f64..7bd672b 100644 --- a/logic/Gaming/PropManager.cs +++ b/logic/Gaming/PropManager.cs @@ -17,11 +17,11 @@ namespace Gaming private readonly CharacterManager characterManager; private readonly List availableCellForGenerateProp; - public void UseProp(Character player, PropType propType) + public void ConsumeProp(Character player, PropType propType) { if (player.CharacterType == CharacterType.Robot || player.IsRemoved) return; - Gadget prop = player.UseProp(propType); + Gadget prop = player.ConsumeProp(propType); switch (prop.GetPropType()) { case PropType.ShieldOrSpear: @@ -117,7 +117,7 @@ namespace Gaming { if (!gameMap.Timer.IsGaming || player.IsRemoved) return; - Gadget prop = player.UseProp(propType); + Gadget prop = player.ConsumeProp(propType); if (prop.GetPropType() == PropType.Null) return; diff --git a/logic/Server/RpcServices.cs b/logic/Server/RpcServices.cs index f624250..10af4b9 100644 --- a/logic/Server/RpcServices.cs +++ b/logic/Server/RpcServices.cs @@ -305,7 +305,7 @@ namespace Server public override Task UseProp(PropMsg request, ServerCallContext context) { #if DEBUG - Console.WriteLine($"UseProp ID: {request.PlayerId}"); + Console.WriteLine($"ConsumeProp ID: {request.PlayerId}"); #endif BoolRes boolRes = new(); if (request.PlayerId >= spectatorMinPlayerID)