using Preparation.Interface; using Preparation.Utility; namespace GameClass.GameObj { /// /// 门 /// public class Door : GameObj { public Door(XY initPos, PlaceType placeType) : base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Door) { this.place = placeType; this.CanMove = false; } public override bool IsRigid => !isOpen; public override ShapeType Shape => ShapeType.Square; private bool isOpen = true; public bool IsOpen { get => isOpen; set { lock (gameObjLock) isOpen = value; } } private int openOrLockDegree = 0; public int OpenOrLockDegree { get => openOrLockDegree; set { if (value > 0) lock (gameObjLock) openOrLockDegree = (value > GameData.degreeOfLockingOrOpeningTheDoor) ? GameData.degreeOfLockingOrOpeningTheDoor : value; else lock (gameObjLock) openOrLockDegree = 0; } } } }