diff --git a/logic/GameClass/GameObj/Bullet/Bullet.Student.cs b/logic/GameClass/GameObj/Bullet/Bullet.Student.cs index b5811d2..26510a3 100644 --- a/logic/GameClass/GameObj/Bullet/Bullet.Student.cs +++ b/logic/GameClass/GameObj/Bullet/Bullet.Student.cs @@ -1,34 +1,32 @@ -using Preparation.Interface; -using Preparation.Utility; -using System; +using Preparation.Utility; namespace GameClass.GameObj { - internal sealed class Ram : Bullet - { - public Ram(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) : - base(player, radius, placeType, pos) + /* internal sealed class Ram : Bullet { - } - public override double BulletBombRange => 0; - public override double BulletAttackRange => 0; - public override int AP => 7220; - public override int Speed => 0; - public override bool IsToBomb => false; - public override int CastTime => 0; - public override int Backswing => 0; - public override int RecoveryFromHit => 0; - public override bool CanAttack(GameObj target) - { - return false; - } - public override bool CanBeBombed(GameObjType gameObjType) - { - if (gameObjType == GameObjType.Character) return true; - return false; - } + public Ram(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) : + base(player, radius, placeType, pos) + { + } + public override double BulletBombRange => 0; + public override double BulletAttackRange => 0; + public override int AP => 7220; + public override int Speed => 0; + public override bool IsToBomb => false; + public override int CastTime => 0; + public override int Backswing => 0; + public override int RecoveryFromHit => 0; + public override bool CanAttack(GameObj target) + { + return false; + } + public override bool CanBeBombed(GameObjType gameObjType) + { + // if (gameObjType == GameObjType.Character) return true; + return false; + } - public override BulletType TypeOfBullet => BulletType.Ram; + public override BulletType TypeOfBullet => BulletType.Ram; - } + }*/ } diff --git a/logic/Gaming/AttackManager.cs b/logic/Gaming/AttackManager.cs index 27728e5..d2f8b36 100644 --- a/logic/Gaming/AttackManager.cs +++ b/logic/Gaming/AttackManager.cs @@ -159,8 +159,8 @@ namespace Gaming { BeAddictedToGame((Student)objBeingShot); } - if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram) - BeStunned((Character)objBeingShot, bullet.AP); + // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram) + // BeStunned((Character)objBeingShot, bullet.AP); break; default: break; diff --git a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs index c7aafe6..73961e1 100644 --- a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs +++ b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs @@ -33,7 +33,7 @@ namespace Gaming return ActiveSkillEffect(skill, player, () => { player.AddMoveSpeed(skill.DurationTime, 3.0); - player.BulletOfPlayer = BulletType.Ram; + //player.BulletOfPlayer = BulletType.Ram; new Thread ( () => @@ -49,8 +49,8 @@ namespace Gaming { if (character.IsGhost() != player.IsGhost() && XY.Distance(player.Position + new XY(player.FacingDirection, player.Radius), character.Position) <= character.Radius) { - if (attackManager.Attack(player, player.FacingDirection.Angle())) - attackManager.BeStunned(player, GameData.TimeOfStudentFainting); + attackManager.BeStunned(character, GameData.TimeOfGhostFainting); + attackManager.BeStunned(player, GameData.TimeOfStudentFainting); break; } } diff --git a/logic/Preparation/Utility/EnumType.cs b/logic/Preparation/Utility/EnumType.cs index 7008d3c..afdb24e 100644 --- a/logic/Preparation/Utility/EnumType.cs +++ b/logic/Preparation/Utility/EnumType.cs @@ -58,7 +58,7 @@ namespace Preparation.Utility LineBullet = 4, // 直线子弹 FlyingKnife = 5, //飞刀 CommonAttackOfGhost = 6, - Ram = 7, + // Ram = 7, } public enum PropType // 道具类型 { diff --git a/logic/Preparation/Utility/GameData.cs b/logic/Preparation/Utility/GameData.cs index c2caeff..4abb2ad 100644 --- a/logic/Preparation/Utility/GameData.cs +++ b/logic/Preparation/Utility/GameData.cs @@ -101,7 +101,7 @@ namespace Preparation.Utility /// /// BeginToCharge /// - //public const int TimeOfGhostFainting = 7220;=AP of Ram + public const int TimeOfGhostFainting = 7220;//=AP of Ram public const int TimeOfStudentFainting = 2090; #endregion