using Preparation.Utility; namespace GameClass.GameObj { /// /// 发电机 /// public class Generator : GameObj { public Generator(XY initPos) : base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.Generator) { this.CanMove = false; } public override bool IsRigid => true; public override ShapeType Shape => ShapeType.Square; private int degreeOfFRepair = 0; public int DegreeOfFRepair { get => degreeOfFRepair; set { lock (gameObjLock) { if(degreeOfFRepairGameData.degreeOfFixedGenerator ? GameData.degreeOfFixedGenerator : value; } } } public bool Repair(int addDegree) { if (DegreeOfFRepair==GameData.degreeOfFixedGenerator) return false; DegreeOfFRepair+=addDegree; if (DegreeOfFRepair==GameData.degreeOfFixedGenerator) return true; else return false; } } }