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 }