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- using GameClass.GameObj;
- using System.Threading;
- using Preparation.Interface;
- using Preparation.Utility;
- using System;
- using Timothy.FrameRateTask;
-
- namespace GameClass.Skill
- {
- public class BecomeVampire : IActiveSkill // 化身吸血鬼
- {
- private const int moveSpeed = GameData.basicMoveSpeed;
- public int MoveSpeed => moveSpeed;
-
- private const int maxHp = (int)(GameData.basicHp / 6 * 9.5);
- public int MaxHp => maxHp;
-
- // 以上参数以后再改
- public int SkillCD => GameData.commonSkillCD / 3 * 4;
- public int DurationTime => GameData.commonSkillTime;
-
- private readonly object commonSkillLock = new object();
- public object ActiveSkillLock => commonSkillLock;
-
- public bool SkillEffect(Character player)
- {
- return ActiveSkillFactory.SkillEffect(this, player, () =>
- {
- player.Vampire += 0.5;
- Debugger.Output(player, "becomes vampire!");
- },
- () =>
- {
- double tempVam = player.Vampire - 0.5;
- player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
- });
- }
- }
- public class BecomeInvisible : IActiveSkill
- {
- public int SkillCD => GameData.commonSkillCD;
- public int DurationTime => GameData.commonSkillTime / 10 * 6;
-
- private readonly object commonSkillLock = new object();
- public object ActiveSkillLock => commonSkillLock;
- public bool SkillEffect(Character player)
- {
- return ActiveSkillFactory.SkillEffect(this, player, () =>
- {
- player.IsInvisible = true;
- Debugger.Output(player, "uses atombomb!");
- },
- () =>
- { player.IsInvisible = false; });
- }
- }
- public class NuclearWeapon : IActiveSkill // 核武器
- {
- private const int moveSpeed = GameData.basicMoveSpeed / 3 * 4;
- public int MoveSpeed => moveSpeed;
-
- private const int maxHp = GameData.basicHp;
- public int MaxHp => maxHp;
-
- private const int maxBulletNum = GameData.basicBulletNum * 2 / 3;
- public int MaxBulletNum => maxBulletNum;
- // 以上参数以后再改
- public int SkillCD => GameData.commonSkillCD / 3 * 7;
- public int DurationTime => GameData.commonSkillTime / 10;
- private readonly object commonSkillLock = new object();
- public object ActiveSkillLock => commonSkillLock;
- public bool SkillEffect(Character player)
- {
- return ActiveSkillFactory.SkillEffect(this, player, () =>
- {
- player.BulletOfPlayer = BulletType.AtomBomb;
- Debugger.Output(player, "uses atombomb!");
- },
- () =>
- { player.BulletOfPlayer = player.OriBulletOfPlayer; });
- }
- }
- public class SuperFast : IActiveSkill // 3倍速
- {
- private const int moveSpeed = GameData.basicMoveSpeed * 4 / 3;
- public int MoveSpeed => moveSpeed;
-
- private const int maxHp = GameData.basicHp / 6 * 4;
- public int MaxHp => maxHp;
-
- private const int maxBulletNum = GameData.basicBulletNum * 4 / 3;
- public int MaxBulletNum => maxBulletNum;
- // 以上参数以后再改
- public int SkillCD => GameData.commonSkillCD;
- public int DurationTime => GameData.commonSkillTime / 10 * 4;
- private readonly object commonSkillLock = new object();
- public object ActiveSkillLock => commonSkillLock;
- public bool SkillEffect(Character player)
- {
- return ActiveSkillFactory.SkillEffect(this, player, () =>
- {
- player.AddMoveSpeed(this.DurationTime, 3.0);
- Debugger.Output(player, "moves very fast!");
- },
- () =>
- { });
- }
- }
- public class NoCommonSkill : IActiveSkill // 这种情况不该发生,定义着以防意外
- {
- private const int moveSpeed = GameData.basicMoveSpeed;
- public int MoveSpeed => moveSpeed;
-
- private const int maxHp = GameData.basicHp;
- public int MaxHp => maxHp;
-
- private const int maxBulletNum = GameData.basicBulletNum;
- public int MaxBulletNum => maxBulletNum;
- // 以上参数以后再改
- public int SkillCD => GameData.commonSkillCD;
- public int DurationTime => GameData.commonSkillTime;
- private readonly object commonSkillLock = new object();
- public object ActiveSkillLock => commonSkillLock;
- public bool SkillEffect(Character player)
- {
- return false;
- }
- }
-
- public static class ActiveSkillFactory
- {
- public static bool SkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
- {
- lock (activeSkill.ActiveSkillLock)
- {
- if (player.TimeUntilCommonSkillAvailable == 0)
- {
- player.TimeUntilCommonSkillAvailable = activeSkill.SkillCD;
- new Thread
- (() =>
- {
- startSkill();
- new FrameRateTaskExecutor<int>(
- () => !player.IsResetting,
- () =>
- {
- player.TimeUntilCommonSkillAvailable -= (int)GameData.frameDuration;
- },
- timeInterval: GameData.frameDuration,
- () => 0,
- maxTotalDuration: (long)(activeSkill.DurationTime)
- )
- {
- AllowTimeExceed = true,
- MaxTolerantTimeExceedCount = ulong.MaxValue,
- }
- .Start();
-
- endSkill();
- Debugger.Output(player, "return to normal.");
-
- new FrameRateTaskExecutor<int>(
- () => player.TimeUntilCommonSkillAvailable > 0 && !player.IsResetting,
- () =>
- {
- player.TimeUntilCommonSkillAvailable -= (int)GameData.frameDuration;
- },
- timeInterval: GameData.frameDuration,
- () => 0,
- maxTotalDuration: (long)(activeSkill.SkillCD - activeSkill.DurationTime)
- )
- {
- AllowTimeExceed = true,
- MaxTolerantTimeExceedCount = ulong.MaxValue,
- }
- .Start();
-
- player.TimeUntilCommonSkillAvailable = 0;
- Debugger.Output(player, "CommonSkill is ready.");
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
- else
- {
- Debugger.Output(player, "CommonSkill is cooling down!");
- return false;
- }
- }
- }
- }
- }
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