using Preparation.Interface; using Preparation.Utility; namespace GameClass.GameObj { /// /// 窗 /// public class Window : Immovable, IWindow { public Window(XY initPos) : base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Window) { } public override bool IsRigid => true; public override ShapeType Shape => ShapeType.Square; public override bool IgnoreCollideExecutor(IGameObj targetObj) { if (targetObj.Type != GameObjType.Character) return true; // 非玩家不碰撞 if (whoIsClimbing != null && targetObj == whoIsClimbing) { return true; } return false; } private XY stage = new(0, 0); public XY Stage { get { lock (gameObjLock) return stage; } } private Character? whoIsClimbing = null; public Character? WhoIsClimbing { get { lock (gameObjLock) return whoIsClimbing; } } public bool TryToClimb(ICharacter character) { lock (gameObjLock) if (whoIsClimbing == null) { stage = new(0, 0); whoIsClimbing = (Character)character; return true; } else return false; } public void FinishClimbing() { lock (gameObjLock) whoIsClimbing = null; } public void Enter2Stage(XY xy) { lock (gameObjLock) stage = xy; } } }