| @@ -33,7 +33,7 @@ namespace GameClass.GameObj | |||
| protected override bool IgnoreCollideExecutor(IGameObj targetObj) | |||
| { | |||
| if (targetObj.Type == GameObjType.BirthPoint || targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet) | |||
| if (targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet) | |||
| return true; | |||
| return false; | |||
| } | |||
| @@ -1,4 +1,5 @@ | |||
| using Preparation.Interface; | |||
| using GameClass.Skill; | |||
| using Preparation.Interface; | |||
| using Preparation.Utility; | |||
| using System; | |||
| using System.Collections.Generic; | |||
| @@ -10,8 +11,18 @@ namespace GameClass.GameObj | |||
| { | |||
| public class Ghost : Character | |||
| { | |||
| public Ghost(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : base(initPos, initRadius, initPlace, characterType) | |||
| public Ghost(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : base(initPos, initRadius, initPlace) | |||
| { | |||
| switch (characterType) | |||
| { | |||
| case CharacterType.Assassin: | |||
| this.Occupation = new Assassin(); | |||
| break; | |||
| default: | |||
| this.Occupation = null; | |||
| break; | |||
| } | |||
| this.CharacterType = characterType; | |||
| } | |||
| } | |||
| } | |||
| @@ -7,11 +7,8 @@ namespace GameClass.GameObj | |||
| { | |||
| public partial class Character | |||
| { | |||
| private readonly CharacterType characterType; | |||
| public CharacterType CharacterType => characterType; | |||
| private readonly IOccupation occupation; | |||
| public IOccupation Occupation => occupation; | |||
| public CharacterType CharacterType { protected set; get; } | |||
| public IOccupation Occupation { protected set; get; } | |||
| private Dictionary<ActiveSkillType, int> timeUntilActiveSkillAvailable; | |||
| public Dictionary<ActiveSkillType, int> TimeUntilActiveSkillAvailable => timeUntilActiveSkillAvailable; | |||
| @@ -53,39 +50,30 @@ namespace GameClass.GameObj | |||
| public bool IsGhost() | |||
| { | |||
| return this.characterType switch | |||
| return this.CharacterType switch | |||
| { | |||
| CharacterType.Assassin => true, | |||
| _ => false, | |||
| }; | |||
| } | |||
| public Character(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : | |||
| protected Character(XY initPos, int initRadius, PlaceType initPlace) : | |||
| base(initPos, initRadius, initPlace, GameObjType.Character) | |||
| { | |||
| this.CanMove = true; | |||
| this.score = 0; | |||
| this.propInventory = null; | |||
| this.buffManager = new BuffManager(); | |||
| switch (characterType) | |||
| { | |||
| case CharacterType.Assassin: | |||
| this.occupation = new Assassin(); | |||
| break; | |||
| default: | |||
| this.occupation = null; | |||
| break; | |||
| } | |||
| this.MaxHp = occupation.MaxHp; | |||
| this.hp = occupation.MaxHp; | |||
| this.OrgMoveSpeed = occupation.MoveSpeed; | |||
| this.moveSpeed = occupation.MoveSpeed; | |||
| this.cd = occupation.CD; | |||
| this.maxBulletNum = occupation.MaxBulletNum; | |||
| this.MaxHp = Occupation.MaxHp; | |||
| this.hp = Occupation.MaxHp; | |||
| this.OrgMoveSpeed = Occupation.MoveSpeed; | |||
| this.moveSpeed = Occupation.MoveSpeed; | |||
| this.cd = Occupation.CD; | |||
| this.maxBulletNum = Occupation.MaxBulletNum; | |||
| this.bulletNum = maxBulletNum; | |||
| this.bulletOfPlayer = occupation.InitBullet; | |||
| this.OriBulletOfPlayer = occupation.InitBullet; | |||
| this.characterType = characterType; | |||
| this.bulletOfPlayer = Occupation.InitBullet; | |||
| this.OriBulletOfPlayer = Occupation.InitBullet; | |||
| foreach (var activeSkill in this.Occupation.ListOfIActiveSkill) | |||
| { | |||
| @@ -1,10 +1,11 @@ | |||
| using Preparation.Utility; | |||
| using GameClass.Skill; | |||
| using Preparation.Utility; | |||
| namespace GameClass.GameObj | |||
| { | |||
| public class Student : Character | |||
| { | |||
| protected int fixSpeed = GameData.basicFixSpeed; | |||
| protected int fixSpeed; | |||
| /// <summary> | |||
| /// 修理电机速度 | |||
| /// </summary> | |||
| @@ -100,8 +101,19 @@ namespace GameClass.GameObj | |||
| IsResetting = true; | |||
| PlayerState = PlayerStateType.IsEscaped; | |||
| } | |||
| public Student(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : base(initPos, initRadius, initPlace, characterType) | |||
| public Student(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : base(initPos, initRadius, initPlace) | |||
| { | |||
| switch (characterType) | |||
| { | |||
| case CharacterType.Athlete: | |||
| this.Occupation = new Athlete(); | |||
| break; | |||
| default: | |||
| this.Occupation = null; | |||
| break; | |||
| } | |||
| this.fixSpeed = ((IStudent)Occupation).FixSpeed; | |||
| this.CharacterType = characterType; | |||
| } | |||
| } | |||
| } | |||
| @@ -65,8 +65,9 @@ namespace GameClass.GameObj | |||
| } | |||
| set | |||
| { | |||
| lock (gameObjLock) | |||
| CanMove = (value == PlayerStateType.IsMoving || value == PlayerStateType.Null); | |||
| if (!(value == PlayerStateType.IsMoving || value == PlayerStateType.Null)) | |||
| lock (gameObjLock) | |||
| IsMoving = false; | |||
| lock (gameObjLock) playerState = (value == PlayerStateType.IsMoving) ? PlayerStateType.Null : value; | |||
| } | |||
| @@ -474,14 +475,7 @@ namespace GameClass.GameObj | |||
| public override ShapeType Shape => ShapeType.Circle; | |||
| protected override bool IgnoreCollideExecutor(IGameObj targetObj) | |||
| { | |||
| if (targetObj.Type == GameObjType.BirthPoint) | |||
| { | |||
| if (object.ReferenceEquals(((BirthPoint)targetObj).Parent, this)) // 自己的出生点可以忽略碰撞 | |||
| { | |||
| return true; | |||
| } | |||
| } | |||
| else if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞 | |||
| if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞 | |||
| { | |||
| return true; | |||
| } | |||
| @@ -1,28 +0,0 @@ | |||
| using Preparation.Interface; | |||
| using Preparation.Utility; | |||
| namespace GameClass.GameObj | |||
| { | |||
| /// <summary> | |||
| /// 出生点 | |||
| /// </summary> | |||
| public class BirthPoint : ObjOfCharacter | |||
| { | |||
| public BirthPoint(XY initPos) : | |||
| base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.BirthPoint) | |||
| { | |||
| this.CanMove = false; | |||
| } | |||
| // 修改建议:需要避免非自己的玩家进入出生点,否则会重叠 | |||
| public override bool IsRigid => true; | |||
| protected override bool IgnoreCollideExecutor(IGameObj targetObj) | |||
| { | |||
| if (targetObj.Type != GameObjType.Character) | |||
| return true; // 非玩家不碰撞 | |||
| else if (targetObj.Type == GameObjType.Character && targetObj.ID == this.Parent.ID) | |||
| return true; // 出生点所属的玩家不碰撞 | |||
| return false; | |||
| } | |||
| public override ShapeType Shape => ShapeType.Square; | |||
| } | |||
| } | |||
| @@ -9,8 +9,8 @@ namespace GameClass.GameObj | |||
| public partial class Map : IMap | |||
| { | |||
| private readonly Dictionary<uint, BirthPoint> birthPointList; // 出生点列表 | |||
| public Dictionary<uint, BirthPoint> BirthPointList => birthPointList; | |||
| private readonly Dictionary<uint, XY> birthPointList; // 出生点列表 | |||
| public Dictionary<uint, XY> BirthPointList => birthPointList; | |||
| private Dictionary<GameObjType, IList<IGameObj>> gameObjDict; | |||
| public Dictionary<GameObjType, IList<IGameObj>> GameObjDict => gameObjDict; | |||
| @@ -106,7 +106,7 @@ namespace GameClass.GameObj | |||
| ProtoGameMap = new uint[mapResource.GetLength(0), mapResource.GetLength(1)]; | |||
| Array.Copy(mapResource, ProtoGameMap, mapResource.Length); | |||
| birthPointList = new Dictionary<uint, BirthPoint>(GameData.numOfBirthPoint); | |||
| birthPointList = new Dictionary<uint, XY>(GameData.numOfBirthPoint); | |||
| for (int i = 0; i < GameData.rows; ++i) | |||
| { | |||
| @@ -173,17 +173,7 @@ namespace GameClass.GameObj | |||
| case (uint)MapInfoObjType.BirthPoint4: | |||
| case (uint)MapInfoObjType.BirthPoint5: | |||
| { | |||
| BirthPoint newBirthPoint = new BirthPoint(GameData.GetCellCenterPos(i, j)); | |||
| birthPointList.Add(mapResource[i, j], newBirthPoint); | |||
| GameObjLockDict[GameObjType.BirthPoint].EnterWriteLock(); | |||
| try | |||
| { | |||
| GameObjDict[GameObjType.BirthPoint].Add(newBirthPoint); | |||
| } | |||
| finally | |||
| { | |||
| GameObjLockDict[GameObjType.BirthPoint].ExitWriteLock(); | |||
| } | |||
| birthPointList.Add(mapResource[i, j], GameData.GetCellCenterPos(i, j)); | |||
| break; | |||
| } | |||
| } | |||
| @@ -12,56 +12,56 @@ namespace GameClass.GameObj | |||
| /// 50*50 | |||
| /// </summary> | |||
| public static uint[,] defaultMap = new uint[,] { | |||
| { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 13, 13, 13, 13, 13, 13, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 13, 13, 13, 13, 13, 13, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 13, 13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 1, 1, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 13, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 13, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, | |||
| { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } | |||
| { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 9, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 7, 5, 7, 7, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 6 }, | |||
| { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 }, | |||
| { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 } | |||
| }; | |||
| } | |||
| } | |||
| @@ -12,7 +12,7 @@ namespace GameClass.GameObj | |||
| protected override bool IgnoreCollideExecutor(IGameObj targetObj) | |||
| { | |||
| if (targetObj.Type == GameObjType.BirthPoint || targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet || targetObj.Type == GameObjType.Character) | |||
| if (targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet || targetObj.Type == GameObjType.Character) | |||
| return true; | |||
| return false; | |||
| } | |||
| @@ -29,6 +29,29 @@ namespace GameClass.Skill | |||
| }); | |||
| } | |||
| } | |||
| public class BeginToCharge : IActiveSkill | |||
| { | |||
| public int SkillCD => GameData.commonSkillCD / 3 * 4; | |||
| public int DurationTime => GameData.commonSkillTime; | |||
| private readonly object commonSkillLock = new object(); | |||
| public object ActiveSkillLock => commonSkillLock; | |||
| public bool SkillEffect(Character player) | |||
| { | |||
| return ActiveSkillFactory.SkillEffect(this, player, () => | |||
| { | |||
| player.Vampire += 0.5; | |||
| Debugger.Output(player, "becomes vampire!"); | |||
| }, | |||
| () => | |||
| { | |||
| double tempVam = player.Vampire - 0.5; | |||
| player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam; | |||
| }); | |||
| } | |||
| } | |||
| public class BecomeInvisible : IActiveSkill | |||
| { | |||
| public int SkillCD => GameData.commonSkillCD; | |||
| @@ -14,7 +14,17 @@ namespace GameClass.Skill | |||
| public List<IActiveSkill> ListOfIActiveSkill { get; } | |||
| public List<IPassiveSkill> ListOfIPassiveSkill { get; } | |||
| } | |||
| public class Assassin : IOccupation | |||
| public interface IGhost : IOccupation | |||
| { | |||
| } | |||
| public interface IStudent : IOccupation | |||
| { | |||
| public int FixSpeed { get; } | |||
| } | |||
| public class Assassin : IGhost | |||
| { | |||
| private const int moveSpeed = GameData.basicMoveSpeed / 380 * 473; | |||
| public int MoveSpeed => moveSpeed; | |||
| @@ -33,5 +43,23 @@ namespace GameClass.Skill | |||
| public List<IActiveSkill> ListOfIActiveSkill => new(new IActiveSkill[] { new BecomeInvisible(), new UseKnife() }); | |||
| public List<IPassiveSkill> ListOfIPassiveSkill => new(new IPassiveSkill[] { }); | |||
| } | |||
| public class Athlete : IOccupation | |||
| { | |||
| private const int moveSpeed = GameData.basicMoveSpeed; | |||
| public int MoveSpeed => moveSpeed; | |||
| private const int maxHp = GameData.basicHp; | |||
| public int MaxHp => maxHp; | |||
| public const int cd = 0; | |||
| public int CD => cd; | |||
| public const int maxBulletNum = 1; | |||
| public int MaxBulletNum => maxBulletNum; | |||
| public BulletType InitBullet => BulletType.CommonAttackOfGhost; | |||
| public List<IActiveSkill> ListOfIActiveSkill => new(new IActiveSkill[] { new BecomeInvisible(), new UseKnife() }); | |||
| public List<IPassiveSkill> ListOfIPassiveSkill => new(new IPassiveSkill[] { }); | |||
| } | |||
| } | |||
| @@ -63,7 +63,7 @@ namespace GameEngine | |||
| ( | |||
| () => | |||
| { | |||
| if (!obj.IsAvailable && gameTimer.IsGaming) //不能动就直接return,后面都是能动的情况 | |||
| if (!obj.IsAvailable && gameTimer.IsGaming) | |||
| return; | |||
| lock (obj.MoveLock) | |||
| obj.IsMoving = true; | |||
| @@ -73,7 +73,7 @@ namespace GameEngine | |||
| IGameObj? collisionObj = null; | |||
| bool isDestroyed = false; | |||
| new FrameRateTaskExecutor<int>( | |||
| () => gameTimer.IsGaming && obj.CanMove && !obj.IsResetting, | |||
| () => gameTimer.IsGaming && obj.CanMove && !obj.IsResetting && obj.IsMoving, | |||
| () => | |||
| { | |||
| moveVecLength = obj.MoveSpeed / GameData.numOfStepPerSecond; | |||
| @@ -141,7 +141,7 @@ namespace GameEngine | |||
| } | |||
| } | |||
| } while (flag); | |||
| if (leftTime > 0) | |||
| if (leftTime > 0 && obj.IsMoving) | |||
| { | |||
| Thread.Sleep(leftTime); // 多移动的在这里补回来 | |||
| } | |||
| @@ -6,6 +6,7 @@ using Preparation.Utility; | |||
| using GameEngine; | |||
| using Preparation.Interface; | |||
| using Timothy.FrameRateTask; | |||
| using System.Numerics; | |||
| namespace Gaming | |||
| { | |||
| @@ -192,7 +193,7 @@ namespace Gaming | |||
| { | |||
| Thread.Sleep(bullet.Backswing); | |||
| if (gameMap.Timer.IsGaming) | |||
| if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) | |||
| { | |||
| bullet.Parent.PlayerState = PlayerStateType.Null; | |||
| } | |||
| @@ -215,7 +216,7 @@ namespace Gaming | |||
| Thread.Sleep(bullet.RecoveryFromHit); | |||
| if (gameMap.Timer.IsGaming) | |||
| if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) | |||
| { | |||
| bullet.Parent.PlayerState = PlayerStateType.Null; | |||
| } | |||
| @@ -273,7 +274,7 @@ namespace Gaming | |||
| { | |||
| Thread.Sleep(bullet.Backswing); | |||
| if (gameMap.Timer.IsGaming) | |||
| if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) | |||
| { | |||
| bullet.Parent.PlayerState = PlayerStateType.Null; | |||
| } | |||
| @@ -294,7 +295,7 @@ namespace Gaming | |||
| Thread.Sleep(bullet.RecoveryFromHit); | |||
| if (gameMap.Timer.IsGaming) | |||
| if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) | |||
| { | |||
| bullet.Parent.PlayerState = PlayerStateType.Null; | |||
| } | |||
| @@ -328,7 +329,7 @@ namespace Gaming | |||
| ); | |||
| if (bullet.CastTime > 0) | |||
| { | |||
| player.PlayerState = PlayerStateType.IsSwinging; | |||
| player.PlayerState = PlayerStateType.IsTryingToAttack; | |||
| new Thread | |||
| (() => | |||
| @@ -336,7 +337,7 @@ namespace Gaming | |||
| Thread.Sleep(bullet.CastTime); | |||
| if (gameMap.Timer.IsGaming) | |||
| if (gameMap.Timer.IsGaming && player.PlayerState == PlayerStateType.IsTryingToAttack) | |||
| { | |||
| player.PlayerState = PlayerStateType.Null; | |||
| } | |||
| @@ -37,10 +37,9 @@ namespace Gaming | |||
| || gameMap.BirthPointList[playerInitInfo.birthPointIdx].Parent != null)*/ | |||
| return GameObj.invalidID; | |||
| XY pos = gameMap.BirthPointList[playerInitInfo.birthPointIndex].Position; | |||
| XY pos = gameMap.BirthPointList[playerInitInfo.birthPointIndex]; | |||
| // Console.WriteLine($"x,y: {pos.x},{pos.y}"); | |||
| Character newPlayer = (GameData.IsGhost(playerInitInfo.characterType)) ? new Ghost(pos, GameData.characterRadius, gameMap.GetPlaceType(pos), playerInitInfo.characterType) : new Student(pos, GameData.characterRadius, gameMap.GetPlaceType(pos), playerInitInfo.characterType); | |||
| gameMap.BirthPointList[playerInitInfo.birthPointIndex].Parent = newPlayer; | |||
| gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock(); | |||
| try | |||
| { | |||
| @@ -338,7 +337,7 @@ namespace Gaming | |||
| { | |||
| foreach (var keyValuePair in gameMap.GameObjDict) | |||
| { | |||
| if (((uint)keyValuePair.Key) <= GameData.numOfObjNotMap) | |||
| if (!GameData.IsMap(keyValuePair.Key)) | |||
| { | |||
| gameMap.GameObjLockDict[keyValuePair.Key].EnterWriteLock(); | |||
| try | |||
| @@ -369,7 +368,7 @@ namespace Gaming | |||
| var gameObjList = new List<IGameObj>(); | |||
| foreach (var keyValuePair in gameMap.GameObjDict) | |||
| { | |||
| if (((uint)keyValuePair.Key) <= GameData.numOfObjNotMap) | |||
| if (!GameData.IsMap(keyValuePair.Key)) | |||
| { | |||
| gameMap.GameObjLockDict[keyValuePair.Key].EnterReadLock(); | |||
| try | |||
| @@ -4,13 +4,12 @@ namespace Preparation.Utility | |||
| /// <summary> | |||
| /// 存放所有用到的枚举类型 | |||
| /// </summary> | |||
| // public const int numOfObjNotMap = 5;在GameData中 | |||
| public enum PlayerStateType | |||
| { | |||
| Null = 0, | |||
| IsAddicted = 1, | |||
| IsEscaped = 2, | |||
| IsSwinging = 3, | |||
| IsSwinging = 3,//指后摇 | |||
| IsResetting = 4, | |||
| IsMoving = 5, | |||
| IsTreating = 6, | |||
| @@ -19,6 +18,7 @@ namespace Preparation.Utility | |||
| IsTreated = 9, | |||
| IsRescued = 10, | |||
| IsStunned = 11, | |||
| IsTryingToAttack = 12,//指前摇 | |||
| } | |||
| public enum GameObjType | |||
| { | |||
| @@ -32,10 +32,9 @@ namespace Preparation.Utility | |||
| Wall = 6, | |||
| Grass = 7, | |||
| Generator = 8, // 发电机 | |||
| BirthPoint = 9, | |||
| Doorway = 10, | |||
| EmergencyExit = 11, | |||
| OutOfBoundBlock = 12, // 范围外 | |||
| Doorway = 9, | |||
| EmergencyExit = 10, | |||
| OutOfBoundBlock = 11, // 范围外 | |||
| } | |||
| public enum ShapeType | |||
| { | |||
| @@ -74,7 +73,7 @@ namespace Preparation.Utility | |||
| { | |||
| Null = 0, | |||
| Assassin = 1, | |||
| Vampire = 2, | |||
| Athlete = 2, | |||
| RecoverAfterBattle = 3, | |||
| SpeedUpWhenLeavingGrass = 4, | |||
| PSkill4 = 5, | |||
| @@ -118,11 +117,9 @@ namespace Preparation.Utility | |||
| BirthPoint4 = 4, | |||
| BirthPoint5 = 5, | |||
| Wall = 6, | |||
| Grass1 = 7, | |||
| Grass2 = 8, | |||
| Grass3 = 9, | |||
| Generator = 10, // 发电机 | |||
| Doorway = 11, | |||
| EmergencyExit = 12 | |||
| Grass = 7, | |||
| Generator = 8, // 发电机 | |||
| Doorway = 9, | |||
| EmergencyExit = 10 | |||
| } | |||
| } | |||
| @@ -1,11 +1,13 @@ | |||
| using System; | |||
| using System.Reflection.Metadata.Ecma335; | |||
| namespace Preparation.Utility | |||
| { | |||
| public static class GameData | |||
| { | |||
| #region 基本常数与常方法 | |||
| public const int numOfPosGridPerCell = 1000; // 每格的【坐标单位】数 | |||
| public const int numOfStepPerSecond = 20; // 每秒行走的步数 | |||
| public const int numOfStepPerSecond = 100; // 每秒行走的步数 | |||
| public const int frameDuration = 50; // 每帧时长 | |||
| public const int lengthOfMap = 50000; // 地图长度 | |||
| @@ -20,8 +22,11 @@ namespace Preparation.Utility | |||
| // public const int numOfGenerator = 7; | |||
| public const int numOfGeneratorRequiredForRepair = 5; | |||
| public const int numOfObjNotMap = 5; | |||
| private const int numOfObjNotMap = 5; | |||
| public static bool IsMap(GameObjType gameObjType) | |||
| { | |||
| return (uint)gameObjType > numOfObjNotMap; | |||
| } | |||
| public static XY GetCellCenterPos(int x, int y) // 求格子的中心坐标 | |||
| { | |||
| XY ret = new(x * numOfPosGridPerCell + numOfPosGridPerCell / 2, y * numOfPosGridPerCell + numOfPosGridPerCell / 2); | |||
| @@ -44,14 +49,6 @@ namespace Preparation.Utility | |||
| return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1; | |||
| } | |||
| public static bool IsGhost(CharacterType characterType) | |||
| { | |||
| return characterType switch | |||
| { | |||
| CharacterType.Assassin => true, | |||
| _ => false, | |||
| }; | |||
| } | |||
| #endregion | |||
| #region 角色相关 | |||
| public const int characterRadius = numOfPosGridPerCell / 2; // 人物半径 | |||
| @@ -84,7 +81,15 @@ namespace Preparation.Utility | |||
| public const int bulletRadius = 200; // 默认子弹半径 | |||
| public const int reviveTime = 30000; // 复活时间 | |||
| public const int shieldTimeAtBirth = 3000; // 复活时的护盾时间 | |||
| public const int gemToScore = 4; // 一个宝石的标准加分 | |||
| public static bool IsGhost(CharacterType characterType) | |||
| { | |||
| return characterType switch | |||
| { | |||
| CharacterType.Assassin => true, | |||
| _ => false, | |||
| }; | |||
| } | |||
| #endregion | |||
| #region 道具相关 | |||
| public const int MinPropTypeNum = 1; | |||
| @@ -92,7 +97,6 @@ namespace Preparation.Utility | |||
| public const int PropRadius = numOfPosGridPerCell / 2; | |||
| public const int PropMoveSpeed = 3000; | |||
| public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell; | |||
| public const int MaxGemSize = 5; // 随机生成的宝石最大size | |||
| public const long GemProduceTime = 10000; | |||
| public const long PropProduceTime = 10000; | |||
| public const int PropDuration = 10000; | |||