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- using Preparation.Interface;
- using Preparation.Utility;
- using System.Threading;
-
- namespace GameClass.GameObj
- {
- public abstract class Moveable : GameObj, IMoveable
- {
- protected readonly object actionLock = new();
- public object ActionLock => actionLock;
- //player.actionLock>其他.actionLock
- private readonly ReaderWriterLockSlim moveReaderWriterLock = new();
- public ReaderWriterLockSlim MoveReaderWriterLock => moveReaderWriterLock;
- //规定moveReaderWriterLock<actionLock
-
- public Semaphore ThreadNum { get; } = new(1, 1);
-
- protected long stateNum = 0;
- public long StateNum
- {
- get
- {
- lock (actionLock)
- return stateNum;
- }
- set
- {
- lock (actionLock) stateNum = value;
- }
- }
-
- public override XY Position
- {
- get
- {
- lock (actionLock)
- return position;
- }
- }
-
- public override XY FacingDirection
- {
- get
- {
- lock (actionLock)
- return facingDirection;
- }
- }
-
- private bool isMoving;
- public bool IsMoving
- {
- get
- {
- lock (actionLock)
- return isMoving;
- }
- set
- {
- lock (actionLock)
- {
- isMoving = value;
- }
- }
- }
-
- // 移动,改变坐标
- public long MovingSetPos(XY moveVec, long stateNo)
- {
-
- if (moveVec.x != 0 || moveVec.y != 0)
- {
- lock (actionLock)
- {
- moveReaderWriterLock.EnterReadLock();
- try
- {
- if (!canMove || isRemoved) return -1;
- }
- finally
- {
- moveReaderWriterLock.ExitReadLock();
- }
- if (stateNo != stateNum) return -1;
- facingDirection = moveVec;
- this.position += moveVec;
- }
- }
- return moveVec * moveVec;
- }
-
- public void ReSetPos(XY position)
- {
- lock (actionLock)
- {
- this.position = position;
- }
- }
-
- public override bool CanMove
- {
- get
- {
- moveReaderWriterLock.EnterReadLock();
- try
- {
- return canMove;
- }
- finally
- {
- moveReaderWriterLock.ExitReadLock();
- }
- }
- }
-
- public void ReSetCanMove(bool value)
- {
- moveReaderWriterLock.EnterWriteLock();
- try
- {
- canMove = value;
- }
- finally
- {
- moveReaderWriterLock.ExitWriteLock();
- }
- }
-
- protected bool isRemoved;
- public bool IsRemoved
- {
- get
- {
- moveReaderWriterLock.EnterReadLock();
- try
- {
- return isRemoved;
- }
- finally
- {
- moveReaderWriterLock.ExitReadLock();
- }
- }
- }
-
- public bool IsAvailableForMove // 是否能接收移动指令
- {
- get
- {
- lock (actionLock)
- {
- moveReaderWriterLock.EnterReadLock();
- try
- {
- return !isMoving && canMove && !isRemoved;
- }
- finally
- {
- moveReaderWriterLock.ExitReadLock();
- }
- }
- }
- }
-
- protected long moveSpeed;
- /// <summary>
- /// 移动速度
- /// </summary>
- public long MoveSpeed
- {
- get => Interlocked.Read(ref moveSpeed);
- set => Interlocked.Exchange(ref moveSpeed, value);
- }
- /// <summary>
- /// 原初移动速度
- /// </summary>
- public int OrgMoveSpeed { get; protected set; }
-
- /* /// <summary>
- /// 复活时数据重置
- /// </summary>
- public virtual void Reset(PlaceType place)
- {
- lock (gameObjLock)
- {
- this.FacingDirection = new XY(1, 0);
- isMoving = false;
- CanMove = false;
- IsRemoved = true;
- this.Position = birthPos;
- this.Place= place;
- }
- }*/
- public Moveable(XY initPos, int initRadius, GameObjType initType) : base(initPos, initRadius, initType)
- {
- }
- }
- }
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