using Preparation.Interface;
using Preparation.Utility;
namespace GameClass.GameObj
{
public abstract class Item : ObjOfCharacter
{
public override bool IsRigid => true;
public override bool IgnoreCollideExecutor(IGameObj targetObj) => false;
public override ShapeType Shape => ShapeType.Square;
public abstract PropType GetPropType();
public Item(XY initPos, int radius = GameData.propRadius) :
base(initPos, radius, GameObjType.Item)
{
this.canMove = false;
this.MoveSpeed = 0;
}
}
/////
///// 坑人地雷
/////
// public abstract class DebuffMine : Gadget
//{
// public DebuffMine(XYPosition initPos) : base(initPos) { }
// }
public sealed class CraftingBench : Item
{
public CraftingBench(XY initPos) :
base(initPos)
{
}
public override PropType GetPropType() => PropType.CraftingBench;
}
// #region 所有坑人地雷
/////
///// 减速
/////
// public sealed class MinusSpeed : DebuffMine
//{
// public MinusSpeed(XYPosition initPos) : base(initPos) { }
// public override PropType GetPropType() => PropType.minusSpeed;
// }
/////
///// 减少攻击力
/////
// public sealed class MinusAP : DebuffMine
//{
// public MinusAP(XYPosition initPos) : base(initPos) { }
// public override PropType GetPropType() => PropType.minusAP;
// }
/////
///// 增加冷却
/////
// public sealed class AddCD : DebuffMine
//{
// public AddCD(XYPosition initPos) : base(initPos) { }
// public override PropType GetPropType() => PropType.addCD;
// }
// #endregion
}