using Preparation.Interface; using Preparation.Utility; namespace GameClass.GameObj { /// /// 窗 /// public class Window : GameObj { public Window(XY initPos) : base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Window) { this.CanMove = false; } 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 Character? whoIsClimbing = null; public Character? WhoIsClimbing { get => whoIsClimbing; set { lock (gameObjLock) whoIsClimbing = value; } } } }