using Preparation.Interface; using Preparation.Utility; namespace GameClass.GameObj { /// /// 紧急出口 /// public class EmergencyExit : GameObj { public EmergencyExit(XY initPos) : base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.EmergencyExit) { this.CanMove = false; } public override bool IsRigid => true; public override ShapeType Shape => ShapeType.Square; protected override bool IgnoreCollideExecutor(IGameObj targetObj) { if (targetObj.Type != GameObjType.Character) return true; // 非玩家不碰撞 else if (!((Character)targetObj).IsGhost()) return true; // 不是鬼不碰撞 return false; } } }