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Merge pull request #481 from Timothy-Liuxf/fix/logic/gaming/warnings

fix(logic): 🚨 remove compiler warnings
tags/0.1.0^2
Changli Tang GitHub 2 years ago
parent
commit
ef4751deee
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 14 additions and 13 deletions
  1. +7
    -7
      logic/Gaming/AttackManager.cs
  2. +7
    -6
      logic/Gaming/CharacterManager .cs

+ 7
- 7
logic/Gaming/AttackManager.cs View File

@@ -48,7 +48,7 @@ namespace Gaming
{
case GameObjType.Character:

if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent.IsGhost())
if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
{
characterManager.BeAttacked((Student)objBeingShot, bullet);
}
@@ -57,7 +57,7 @@ namespace Gaming
break;
case GameObjType.Generator:
if (bullet.CanBeBombed(GameObjType.Generator))
((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent);
((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
break;
default:
break;
@@ -101,12 +101,12 @@ namespace Gaming
{
if (objBeingShot == null)
{
characterManager.BackSwing((Character)bullet.Parent, bullet.Backswing);
characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
return;
}

BombObj(bullet, objBeingShot);
characterManager.BackSwing((Character)bullet.Parent, bullet.RecoveryFromHit);
characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
return;
}

@@ -122,7 +122,7 @@ namespace Gaming

if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
{
bullet.Parent.BulletOfPlayer = BulletType.JumpyDumpty;
bullet.Parent!.BulletOfPlayer = BulletType.JumpyDumpty;
Debugger.Output(bullet.Parent, bullet.Parent.CharacterType.ToString() + " " + bullet.Parent.BulletNum.ToString());
Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI / 2.0);
Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0);
@@ -159,10 +159,10 @@ namespace Gaming

if (objBeingShot == null)
{
characterManager.BackSwing((Character)bullet.Parent, bullet.Backswing);
characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
}
else
characterManager.BackSwing((Character)bullet.Parent, bullet.RecoveryFromHit);
characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
}

public bool Attack(Character player, double angle)


+ 7
- 6
logic/Gaming/CharacterManager .cs View File

@@ -25,11 +25,11 @@ namespace Gaming
switch (player.PlayerState)
{
case PlayerStateType.OpeningTheChest:
((Chest)player.WhatInteractingWith).StopOpen();
((Chest)player.WhatInteractingWith!).StopOpen();
player.ChangePlayerState(value, gameObj);
break;
case PlayerStateType.OpeningTheDoorway:
Doorway doorway = (Doorway)player.WhatInteractingWith;
Doorway doorway = (Doorway)player.WhatInteractingWith!;
doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
doorway.OpenStartTime = 0;
player.ChangePlayerState(value, gameObj);
@@ -302,7 +302,7 @@ namespace Gaming
if (character.CanBeAwed())
{
if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
bullet.Parent.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
bullet.Parent!.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
return true;
}
return false;
@@ -321,7 +321,7 @@ namespace Gaming
Debugger.Output(student, "is being shot!");
#endif
if (student.NoHp()) return; // 原来已经死了
if (!bullet.Parent.IsGhost()) return;
if (!bullet.Parent!.IsGhost()) return;

if (student.CharacterType == CharacterType.StraightAStudent)
{
@@ -413,9 +413,10 @@ namespace Gaming
}
if (player.CharacterType == CharacterType.Robot)
{
if (((Golem)player).Parent != null && ((Golem)player).Parent.CharacterType == CharacterType.TechOtaku)
var parent = ((Golem)player).Parent;
if (parent != null && parent.CharacterType == CharacterType.TechOtaku)
{
((SummonGolem)(((Golem)player).Parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
((SummonGolem)(parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
}
return;


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