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)