using System; using System.Reflection.Metadata.Ecma335; using System.Threading; 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 frameDuration = 50; // 每帧时长 public const int lengthOfMap = 50000; // 地图长度 public const int rows = 50; // 行数 public const int cols = 50; // 列数 public const long gameDuration = 600000; // 游戏时长600000ms = 10min public const int MinSpeed = 1; // 最小速度 public const int MaxSpeed = int.MaxValue; // 最大速度 public const int numOfBirthPoint = 5; // public const int numOfGenerator = 9; public const int numOfGeneratorRequiredForRepair = 7; 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); return ret; } public static int PosGridToCellX(XY pos) // 求坐标所在的格子的x坐标 { return pos.x / numOfPosGridPerCell; } public static int PosGridToCellY(XY pos) // 求坐标所在的格子的y坐标 { return pos.y / numOfPosGridPerCell; } public static bool IsInTheSameCell(XY pos1, XY pos2) { return PosGridToCellX(pos1) == PosGridToCellX(pos2) && PosGridToCellY(pos1) == PosGridToCellY(pos2); } public static bool ApproachToInteract(XY pos1, XY pos2) { return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1; } #endregion #region 角色相关 public const int characterRadius = numOfPosGridPerCell / 2 / 5 * 4; // 人物半径 public const int basicTreatSpeed = 100; public const int basicFixSpeed = 100; public const int basicTimeOfOpeningOrLocking = 3000; public const int basicTimeOfClimbingThroughWindows = 870; public const int basicHp = 3000000; // 初始血量 public const int basicMaxGamingAddiction = 60000;//基本完全沉迷时间 public const int BeginGamingAddiction = 10003; public const int MidGamingAddiction = 30000; public const int basicTreatmentDegree = 1500000; public const int basicRescueDegree = 100000; public const int basicMoveSpeed = 1260; // 基本移动速度,单位:s-1 public const int characterMaxSpeed = 12000; // 最大速度 public const int basicBulletMoveSpeed = 2700; // 基本子弹移动速度,单位:s-1 public const double basicConcealment = 1.0; public const int basicAlertnessRadius = 30700; public const int maxNumOfPropInPropInventory = 3; public const int addScoreWhenKillOneLevelPlayer = 30; // 击杀一级角色获得的加分 public static XY PosWhoDie = new XY(1, 1); public static bool IsGhost(CharacterType characterType) { return characterType switch { CharacterType.Assassin => true, _ => false, }; } #endregion #region 攻击与子弹相关 public const int basicApOfGhost = 1500000; // 捣蛋鬼攻击力 public const int MinAP = 0; // 最小攻击力 public const int MaxAP = int.MaxValue; // 最大攻击力 public const int basicCD = 3000; // 初始子弹冷却 public const int basicCastTime = 500;//基本前摇时间 public const int basicBackswing = 500;//基本后摇时间 public const int basicRecoveryFromHit = 4300;//基本命中攻击恢复时长 public const int bulletRadius = 200; // 默认子弹半径 public const int basicBulletNum = 3; // 基本初始子弹量 public const double basicRemoteAttackRange = 9000; // 基本远程攻击范围 public const double basicAttackShortRange = 2700; // 基本近程攻击范围 public const double basicBulletBombRange = 3000; // 基本子弹爆炸范围 #endregion #region 技能相关 public const int commonSkillCD = 30000; // 普通技能标准冷却时间 public const int commonSkillTime = 10000; // 普通技能标准持续时间 /// /// BeginToCharge /// public const int TimeOfGhostFainting = 7220;//=AP of Ram public const int TimeOfStudentFainting = 2090; #endregion #region 道具相关 public const int MinPropTypeNum = 1; public const int MaxPropTypeNum = 10; public const int PropRadius = numOfPosGridPerCell / 2; public const int PropMoveSpeed = 3000; public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell; public const long GemProduceTime = 10000; public const long PropProduceTime = 10000; public const int PropDuration = 10000; #endregion #region 物体相关 public const int degreeOfFixedGenerator = 10300000; public const int maxNumOfPropInChest = 2; #endregion #region 游戏帧相关 public const long checkInterval = 50; // 检查位置标志、补充子弹的帧时长 #endregion } }