asmrobot
2019-11-25 2aeab450471cb80b59002da7da80faf251a0c4f4
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using RichCreator.Utility.InputControl;
using RichCreator.Utility.Structs;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
using RichCreator.Utility.Maps;
 
namespace RichCreator.Utility.Skills
{
    /// <summary>
    /// 技能信息
    /// </summary>
    public class SkillInfo
    {
        
        /// <summary>
        /// 技能列表
        /// </summary>
        private static Dictionary<HIDCode, SkillInfo> Skills = new Dictionary<HIDCode, SkillInfo>() {
            { HIDCode.Q,    new SkillInfo (){ Key=HIDCode.Q,AttackRange=new ZTRectangle(0,0,700,200),Range=new ZTSize (700,200),CDTime=9,              AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=1300,SkillName="朔风牵引"} },
            { HIDCode.W,    new SkillInfo (){ Key=HIDCode.W,AttackRange=new ZTRectangle(0,0,620,240),Range=new ZTSize (620,240),CDTime=45,             AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=1000,SkillName="风卷残云"} },
            { HIDCode.E,    new SkillInfo (){ Key=HIDCode.E,AttackRange=new ZTRectangle(0,0,800,200),Range=new ZTSize (1280,200),CDTime=12.6f,         AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=1000,  SkillName="双翼风刃"} },
            { HIDCode.R,    new SkillInfo (){ Key=HIDCode.R,AttackRange=new ZTRectangle(0,0,400,200),Range=new ZTSize (400,200),CDTime=14.4f,          AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=1240,   SkillName="风暴之眼"} },
            { HIDCode.T,    new SkillInfo (){ Key=HIDCode.T,AttackRange=new ZTRectangle(0,0,120,300),Range=new ZTSize (120,300),CDTime=40.5f,          AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="九霄风雷"} },
            { HIDCode.Y,    new SkillInfo (){ Key=HIDCode.Y,AttackRange=new ZTRectangle(-800,-600,800,600),Range=new ZTSize (1280,720),CDTime=145,           AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=2000,SkillName="万象风龙阵"} },
                                                                                                                
                                                                                                                
            { HIDCode.A,    new SkillInfo (){ Key=HIDCode.A,AttackRange=new ZTRectangle(0,0,240,148),Range=new ZTSize (240,148),CDTime=7.7f,           AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=600,SkillName="风鸣冲击"} },
            { HIDCode.S,    new SkillInfo (){ Key=HIDCode.S,AttackRange=new ZTRectangle(0,0,180,430),Range=new ZTSize (180,430),CDTime=22.5f,          AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="真空旋风破"} },
            { HIDCode.D,    new SkillInfo (){ Key=HIDCode.D,AttackRange=new ZTRectangle(0,0,800,240),Range=new ZTSize (1280,240),CDTime=6.3f,          AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=500,SkillName="游离之风"} },
            { HIDCode.F,    new SkillInfo (){ Key=HIDCode.F,AttackRange=new ZTRectangle(0,0,370,224),Range=new ZTSize (370,224),CDTime=40.5f,          AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="风暴之拳"} },
            { HIDCode.G,    new SkillInfo (){ Key=HIDCode.G,AttackRange=new ZTRectangle(0,0,730,218),Range=new ZTSize (730,218),CDTime=36,             AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="游龙惊风破"} },
            { HIDCode.H,    new SkillInfo (){ Key=HIDCode.H,AttackRange=new ZTRectangle(-800,-600,800,600),Range=new ZTSize (1280,720),CDTime=180,           AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=2000,SkillName="无限风域"} },
            { HIDCode.X,    new SkillInfo (){ Key=HIDCode.X,AttackRange=new ZTRectangle(0,0,200,170),Range=new ZTSize (200,170),CDTime=0.5f,           AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=500,SkillName="普通攻击"} },
            { HIDCode.Space,new SkillInfo (){ Key=HIDCode.Space ,AttackRange=new ZTRectangle(-800,-600,800,600),Range=new ZTSize (1280,720),CDTime=300,   AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=2000,SkillName="技能加成"} }
        };
 
        /// <summary>
        /// 获取技能
        /// </summary>
        /// <param name="code"></param>
        /// <returns></returns>
        public static SkillInfo GetSkillInfo(HIDCode code)
        {
            if (Skills.ContainsKey(code))
            {
                return Skills[code];
            }
            return null;
        }
 
        /// <summary>
        /// 技能触发键
        /// </summary>
        public HIDCode Key;
 
        /// <summary>
        /// 攻击范围
        /// </summary>
        public ZTSize Range;
 
        /// <summary>
        /// 技能恢复时间(秒)
        /// </summary>
        public float CDTime;
 
        /// <summary>
        /// 技能名称
        /// </summary>
        public string SkillName;
 
        /// <summary>
        /// 技能释放和释放完后可以移动的等待时长(毫秒)
        /// </summary>
        public float ReleaseWaitTime { get; set; }
 
        
 
        /// <summary>
        /// 技能释放锚点编移
        /// 靠近为正,远离为负
        /// 上负,下正
        /// 锚点为中间时无效
        /// </summary>
        public ZTSize AnchorOffset { get; set; }
 
        /// <summary>
        /// 移动优先级
        /// </summary>
        public MovePriority MovePriority { get; set; }
 
 
        /// <summary>
        /// 技能释放位置
        /// </summary>
        public SkillAnchor ReleaseAnchor { get; set; }
 
 
        /// <summary>
        /// 攻击范围
        /// (0,0)为角色位置
        /// </summary>
        public ZTRectangle AttackRange { get; set; }
 
 
        /// <summary>
        /// 技能释放时角色位置
        /// </summary>
        public enum SkillAnchor
        {
            Side,//两边
            Center//中间
        }
 
 
    }
}