FunGame-Core/Api/Utility/Factory.cs
milimoe d25dd8d2e3
添加自定义 Converter (#31)
* 添加DataTable Converter

* 修改DataSet Converter,支持多个Tables反序列化,此转换器也支持兼容DataTable

* 修改构造方法、工厂方法,添加常用类自定义转换器
2023-06-10 01:01:45 +08:00

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4.0 KiB
C#
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using Milimoe.FunGame.Core.Api.Factory;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Api.Utility
{
public class Factory
{
private readonly static CharacterFactory CharacterFactory = new();
private readonly static InventoryFactory InventoryFactory = new();
private readonly static ItemFactory ItemFactory = new();
private readonly static RoomFactory RoomFactory = new();
private readonly static SkillFactory SkillFactory = new();
private readonly static UserFactory UserFactory = new();
/// <summary>
/// 获取角色实例
/// </summary>
/// <returns></returns>
public static Character GetCharacter()
{
return CharacterFactory.Create();
}
/// <summary>
/// 获取库存实例
/// </summary>
/// <returns></returns>
public static Inventory GetInventory()
{
return InventoryFactory.Create();
}
/// <summary>
/// 获取物品实例默认返回Passiveitem 被动物品 需要强制转换
/// </summary>
/// <param name="type">Item类型 主动 或 被动</param>
/// <returns></returns>
public static Item GetItem(ItemType type = ItemType.Passive)
{
return ItemFactory.Create(type);
}
/// <summary>
/// 获取主动物品实例
/// </summary>
/// <returns></returns>
public static ActiveItem GetActiveItem()
{
return (ActiveItem)ItemFactory.Create(ItemType.Active);
}
/// <summary>
/// 获取被动物品实例
/// </summary>
/// <returns></returns>
public static PassiveItem GetPassiveItem()
{
return (PassiveItem)ItemFactory.Create(ItemType.Passive);
}
/// <summary>
/// 获取房间实例
/// </summary>
/// <param name="Id">房间内部序列号</param>
/// <param name="Roomid">房间号</param>
/// <param name="CreateTime">创建时间</param>
/// <param name="RoomMaster">房主</param>
/// <param name="RoomType">房间类型</param>
/// <param name="RoomState">房间状态</param>
/// <param name="Password">房间密码</param>
/// <returns></returns>
public static Room GetRoom(long Id = 0, string Roomid = "-1", DateTime? CreateTime = null, User? RoomMaster = null, RoomType RoomType = RoomType.None, RoomState RoomState = RoomState.Created, string Password = "")
{
return RoomFactory.Create(Id, Roomid, CreateTime, RoomMaster, RoomType, RoomState, Password);
}
/// <summary>
/// 获取大厅(-1号房
/// </summary>
/// <returns></returns>
internal static Room GetHall()
{
return RoomFactory.Create();
}
/// <summary>
/// 获取技能实例默认返回PassiveSkill 被动技能 需要强制转换
/// </summary>
/// <param name="type">Skill类型 主动 或 被动</param>
/// <returns></returns>
public static Skill GetSkill(SkillType type = SkillType.Passive)
{
return SkillFactory.Create(type);
}
/// <summary>
/// 获取主动技能实例
/// </summary>
/// <returns></returns>
public static ActiveSkill GetActiveSkill()
{
return (ActiveSkill)SkillFactory.Create(SkillType.Active);
}
/// <summary>
/// 获取被动技能实例
/// </summary>
/// <returns></returns>
public static PassiveSkill GetPassiveSkill()
{
return (PassiveSkill)SkillFactory.Create(SkillType.Passive);
}
/// <summary>
/// 获取用户实例
/// </summary>
/// <returns></returns>
public static User GetUser()
{
return UserFactory.Create();
}
}
}