Files
DanhengServer-OpenSource/GameServer/Game/Scene/Entity/EntityProp.cs
2024-12-14 19:40:50 +08:00

79 lines
2.6 KiB
C#

using EggLink.DanhengServer.Data.Config.Scene;
using EggLink.DanhengServer.Data.Excel;
using EggLink.DanhengServer.Database.Scene;
using EggLink.DanhengServer.Enums.Scene;
using EggLink.DanhengServer.GameServer.Game.Battle;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.Scene;
using EggLink.DanhengServer.Proto;
using EggLink.DanhengServer.Util;
namespace EggLink.DanhengServer.GameServer.Game.Scene.Entity;
public class EntityProp(SceneInstance scene, MazePropExcel excel, GroupInfo group, PropInfo prop) : IGameEntity
{
public Position Position { get; set; } = prop.ToPositionProto();
public Position Rotation { get; set; } = prop.ToRotationProto();
public SceneInstance Scene { get; set; } = scene;
public PropStateEnum State { get; set; } = PropStateEnum.Closed;
public int InstId { get; set; } = prop.ID;
public MazePropExcel Excel { get; set; } = excel;
public PropInfo PropInfo { get; set; } = prop;
public GroupInfo Group { get; set; } = group;
public int EntityID { get; set; }
public int GroupID { get; set; } = group.Id;
public ScenePropTimelineData? PropTimelineData { get; set; }
public async ValueTask AddBuff(SceneBuff buff)
{
await System.Threading.Tasks.Task.CompletedTask;
}
public async ValueTask ApplyBuff(BattleInstance instance)
{
await System.Threading.Tasks.Task.CompletedTask;
}
public virtual SceneEntityInfo ToProto()
{
var prop = new ScenePropInfo
{
PropId = (uint)Excel.ID,
PropState = (uint)State
};
if (PropTimelineData != null)
{
prop.TimelineInfo = PropTimelineData.ToProto();
}
return new SceneEntityInfo
{
EntityId = (uint)EntityID,
GroupId = (uint)GroupID,
Motion = new MotionInfo
{
Pos = Position.ToProto(),
Rot = Rotation.ToProto()
},
InstId = (uint)InstId,
Prop = prop
};
}
public async ValueTask SetState(PropStateEnum state)
{
if (state == State) return;
await SetState(state, Scene.IsLoaded);
}
public async ValueTask SetState(PropStateEnum state, bool sendPacket)
{
//if (State == PropStateEnum.Open) return; // already open DO NOT CLOSE AGAIN
State = state;
if (sendPacket) await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(this));
// save
if (Group.SaveType == SaveTypeEnum.Reset) return;
Scene.Player.SetScenePropData(Scene.FloorId, Group.Id, PropInfo.ID, state);
}
}