This commit is contained in:
2025-10-05 16:13:26 +08:00
parent 0a44683611
commit 286c91579f
8 changed files with 441 additions and 73 deletions

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@@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FleckDef ParentName="FleckBase">
<defName>Fleck_Wula_Dark_Matter_Beam</defName>
<altitudeLayer>MoteOverhead</altitudeLayer>
<fadeInTime>0.025</fadeInTime>
<solidTime>0.025</solidTime>
<fadeOutTime>0.025</fadeOutTime>
<graphicData>
<texPath>ArachnaeSwarm/Mote/ARA_Lighting_Beam_Horizon</texPath>
<color>(188, 112, 255, 180)</color> <!-- Slightly transparent -->
<shaderType>MoteGlow</shaderType> <!-- Use standard Mote shader -->
</graphicData>
</FleckDef>
</Defs>

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@@ -44,7 +44,7 @@
<!-- 基础射线参数 -->
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>1</warmupTime>
<warmupTime>0</warmupTime>
<range>36</range>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
@@ -58,8 +58,7 @@
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMoteDef>Mote_Wula_Dark_Matter_Beam</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<screenShakeFactor>0.35</screenShakeFactor>
<!-- 火焰效果 -->
<beamChanceToStartFire>0.6</beamChanceToStartFire>
<beamChanceToAttachFire>0.6</beamChanceToAttachFire>
@@ -67,12 +66,12 @@
<!-- 攻击目标设置 -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<!-- 电弧链属性 -->
<conductNum>4</conductNum>
<conductRange>30</conductRange>
<conductNum>6</conductNum>
<conductRange>18</conductRange>
<secondaryDamageFactor>0.7</secondaryDamageFactor>
<chainMoteDef>Mote_Wula_Dark_Matter_Beam</chainMoteDef>
</li>
@@ -83,4 +82,89 @@
</thingSetMakerTags>
</ThingDef>
<!-- 暗物质步枪 (已修改为电弧链式攻击) -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_DM_AR_SuperArc</defName>
<label>DMa-8 "陨硫" (超级电弧型)</label>
<description>乌拉帝国一线部队所使用的由暗物质驱动的常规步枪的改造版。现在它发射的能量束会在命中后寻找并跳跃到附近的其他敌人身上,形成致命的能量链。</description>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_DM_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.2</drawSize>
</graphicData>
<weaponTags>
<li>Wula_Ranged_Weapon_T4</li>
</weaponTags>
<uiIconScale>0.9</uiIconScale>
<soundInteract>Interact_ChargeRifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_4_DM_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<costList Inherit="False">
<Steel>400</Steel>
<Plasteel>200</Plasteel>
<WULA_Dark_Matter_Item>4</WULA_Dark_Matter_Item>
</costList>
<statBases>
<WorkToMake>40000</WorkToMake>
<Mass>4.5</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>1.25</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li Class="ArachnaeSwarm.VerbProperties_SplitAndChain">
<verbClass>ArachnaeSwarm.Verb_ShootBeamSplitAndChain</verbClass>
<!-- Base Properties -->
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0</warmupTime>
<range>36</range>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
<!-- Damage -->
<beamDamageDef>Wula_Dark_Matter_Beam</beamDamageDef>
<beamTotalDamage>90</beamTotalDamage>
<beamArmorPenetration>0.5</beamArmorPenetration>
<!-- Visuals & Sound -->
<muzzleFlashScale>0</muzzleFlashScale>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<beamLineFleckDef>Fleck_Wula_Dark_Matter_Beam</beamLineFleckDef> <!-- Fallback for base verb properties -->
<beamCurvature>0.5</beamCurvature> <!-- 让光束更弯曲一点 -->
<flecksPerCell>1.5</flecksPerCell>
<!-- Split Config -->
<isSplit>true</isSplit>
<splitNum>3</splitNum>
<splitRange>7</splitRange>
<splitDamageFactor>0.8</splitDamageFactor>
<!-- Corrected to use the FleckDef we created -->
<splitMoteDef>Fleck_Wula_Dark_Matter_Beam</splitMoteDef>
<!-- Chain Config -->
<conductNum>3</conductNum>
<conductRange>12</conductRange>
<conductDamageFactor>0.6</conductDamageFactor>
<!-- Corrected to use the FleckDef we created -->
<chainMoteDef>Fleck_Wula_Dark_Matter_Beam</chainMoteDef>
</li>
</verbs>
<tradeability>None</tradeability>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
</Defs>

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@@ -234,6 +234,7 @@
<Compile Include="Verbs\Projectiles\TrackingBulletDef.cs" />
<Compile Include="Verbs\Verb_ShootArc.cs" />
<Compile Include="Verbs\Verb_ShootBeamArc.cs" />
<Compile Include="Verbs\Verb_ShootBeamSplitAndChain.cs" />
<Compile Include="Verbs\Verb_ShootMeltBeam.cs" />
<Compile Include="Verbs\Verb_ShootShotgun.cs" />
<Compile Include="Verbs\Verb_ShootShotgunWithOffset.cs" />
@@ -265,6 +266,9 @@
<Compile Include="Buildings\Wormhole\TravelingWormhole.cs" />
<Compile Include="Buildings\Wormhole\DefModExtension_TravelingWormhole.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="Utils\BezierUtil.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build">

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@@ -0,0 +1,30 @@
using System.Collections.Generic;
using UnityEngine;
namespace ArachnaeSwarm.Utils
{
public static class BezierUtil
{
// Generates points for a quadratic Bezier curve.
public static List<Vector3> GenerateQuadraticPoints(Vector3 start, Vector3 control, Vector3 end, int segments)
{
List<Vector3> points = new List<Vector3>();
if (segments <= 0) segments = 1;
for (int i = 0; i <= segments; i++)
{
float t = (float)i / segments;
float u = 1f - t;
float tt = t * t;
float uu = u * u;
Vector3 p = uu * start; // (1-t)^2 * P0
p += 2 * u * t * control; // 2(1-t)t * P1
p += tt * end; // t^2 * P2
points.Add(p);
}
return points;
}
}
}

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@@ -14,6 +14,7 @@ namespace ArachnaeSwarm
public float conductRange;
public float secondaryDamageFactor = 0.5f;
public ThingDef chainMoteDef;
public float beamArmorPenetration = 0f; // Add missing property
public VerbProperties_BeamArc()
{
@@ -21,70 +22,83 @@ namespace ArachnaeSwarm
}
}
// This class is a modified copy of Verb_ShootBeam to implement chain-lightning functionality.
public class Verb_ShootBeamArc : Verb
{
// --- Fields from original Verb_ShootBeam ---
private int ticksToNextPathStep;
private MoteDualAttached mote; // This will be the main beam
private Effecter endEffecter;
private Sustainer sustainer;
// --- Custom fields for chain logic ---
protected List<Thing> chainedTargets = new List<Thing>();
protected List<MoteDualAttached> chainMotes = new List<MoteDualAttached>();
private VerbProperties_BeamArc Props => this.verbProps as VerbProperties_BeamArc;
protected override int ShotsPerBurst => base.BurstShotCount;
public override void WarmupComplete()
{
// --- Chain Target Finding Logic ---
chainedTargets.Clear();
foreach (MoteDualAttached m in chainMotes) { m.Destroy(); }
chainMotes.Clear();
this.Cleanup();
if (this.Props != null && this.Props.conductNum > 0 && this.currentTarget.HasThing)
{
Thing currentTargetThing = this.currentTarget.Thing;
chainedTargets.Add(currentTargetThing);
Thing lastTarget = currentTargetThing;
for (int i = 0; i < this.Props.conductNum; i++)
Thing primaryTarget = this.currentTarget.Thing;
if (primaryTarget is Pawn p && (p.Dead || p.Downed))
{
Thing nextTarget = AttackTargetFinder.BestAttackTarget(lastTarget as Pawn, TargetScanFlags.NeedLOSToAll, (Thing t) =>
t is Pawn p && !p.Downed && !chainedTargets.Contains(t) && t.Position.InHorDistOf(lastTarget.Position, this.Props.conductRange) && this.Caster.HostileTo(t),
0f, 9999f, default(IntVec3), this.Props.conductRange) as Thing;
// Do not start a chain on an invalid primary target.
}
else
{
chainedTargets.Add(primaryTarget);
Thing lastTarget = primaryTarget;
if (nextTarget != null)
for (int i = 0; i < this.Props.conductNum; i++)
{
chainedTargets.Add(nextTarget);
lastTarget = nextTarget;
// MCP Suggested Fix: Manual search for the NEAREST valid target.
Thing nextTarget = GenRadial.RadialDistinctThingsAround(lastTarget.Position, this.caster.Map, this.Props.conductRange, false)
.OfType<Pawn>()
.Where(pawn =>
!pawn.Dead &&
!pawn.Downed &&
!chainedTargets.Contains(pawn) &&
this.Caster.HostileTo(pawn) &&
GenSight.LineOfSight(lastTarget.Position, pawn.Position, this.caster.Map, true)
)
.OrderBy(pawn => pawn.Position.DistanceToSquared(lastTarget.Position))
.FirstOrDefault();
if (nextTarget != null)
{
chainedTargets.Add(nextTarget);
lastTarget = nextTarget;
}
else
{
break;
}
}
else { break; }
}
}
// --- Original Verb_ShootBeam Logic (simplified) ---
burstShotsLeft = ShotsPerBurst;
state = VerbState.Bursting;
// Create main beam mote
if (verbProps.beamMoteDef != null && this.currentTarget.Thing != null)
// Unified visual creation
if (chainedTargets.Any())
{
mote = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, caster, this.currentTarget.Thing);
}
// Create chain motes
if (chainedTargets.Count > 1)
{
for (int i = 0; i < chainedTargets.Count - 1; i++)
// First link: Caster -> Primary Target
if (verbProps.beamMoteDef != null)
{
ThingDef moteDef = this.Props.chainMoteDef ?? this.verbProps.beamMoteDef;
if (moteDef != null)
MoteDualAttached firstLink = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, this.caster, chainedTargets[0]);
chainMotes.Add(firstLink);
}
// Subsequent links: Target -> Next Target
if (chainedTargets.Count > 1)
{
ThingDef chainMoteDef = this.Props.chainMoteDef ?? this.verbProps.beamMoteDef;
for (int i = 0; i < chainedTargets.Count - 1; i++)
{
MoteDualAttached chainLinkMote = MoteMaker.MakeInteractionOverlay(moteDef, chainedTargets[i], chainedTargets[i + 1]);
chainMotes.Add(chainLinkMote);
MoteDualAttached chainLink = MoteMaker.MakeInteractionOverlay(chainMoteDef, chainedTargets[i], chainedTargets[i + 1]);
chainMotes.Add(chainLink);
}
}
}
@@ -100,28 +114,26 @@ namespace ArachnaeSwarm
public override void BurstingTick()
{
// --- Update Visuals ---
mote?.Maintain();
if (this.burstShotsLeft <= 0)
{
this.Cleanup();
base.BurstingTick(); // Must be called to properly end the verb state.
return;
}
foreach (MoteDualAttached m in chainMotes) { m.Maintain(); }
// --- Original ground/end effect logic (simplified to target) ---
if (this.currentTarget.Thing != null)
// Simplified end effecter logic on the last known target.
Thing lastTarget = chainedTargets.LastOrDefault();
if (lastTarget != null)
{
Vector3 endPoint = this.currentTarget.Thing.DrawPos;
IntVec3 endCell = this.currentTarget.Cell;
if (verbProps.beamGroundFleckDef != null && Rand.Chance(verbProps.beamFleckChancePerTick))
if (endEffecter == null && verbProps.beamEndEffecterDef != null)
{
FleckMaker.Static(endPoint, caster.Map, verbProps.beamGroundFleckDef);
}
if (endEffecter == null && verbProps.beamEndEffecterDef != null)
{
endEffecter = verbProps.beamEndEffecterDef.Spawn(endCell, caster.Map, Vector3.zero);
endEffecter = verbProps.beamEndEffecterDef.Spawn(lastTarget.Position, caster.Map, Vector3.zero);
}
if (endEffecter != null)
{
endEffecter.EffectTick(new TargetInfo(endCell, caster.Map), TargetInfo.Invalid);
endEffecter.ticksLeft--;
endEffecter.EffectTick(new TargetInfo(lastTarget), TargetInfo.Invalid);
}
}
sustainer?.Maintain();
@@ -129,7 +141,7 @@ namespace ArachnaeSwarm
protected override bool TryCastShot()
{
if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return false; }
if (!this.chainedTargets.Any()) return false;
if (base.EquipmentSource != null)
{
@@ -137,41 +149,44 @@ namespace ArachnaeSwarm
base.EquipmentSource.GetComp<CompApparelReloadable>()?.UsedOnce();
}
// --- Apply Damage to Chain ---
if (this.chainedTargets.Any())
this.ApplyChainDamage(this.chainedTargets[0], 1.0f);
for (int i = 1; i < this.chainedTargets.Count; i++)
{
this.ApplyChainDamage(this.chainedTargets[0], 1.0f);
for (int i = 1; i < this.chainedTargets.Count; i++)
{
this.ApplyChainDamage(this.chainedTargets[i], this.Props.secondaryDamageFactor);
}
}
else if(this.currentTarget.Thing != null)
{
this.ApplyChainDamage(this.currentTarget.Thing, 1.0f);
this.ApplyChainDamage(this.chainedTargets[i], this.Props.secondaryDamageFactor);
}
this.ticksToNextPathStep = this.verbProps.ticksBetweenBurstShots;
return true;
}
private void Cleanup()
{
foreach (MoteDualAttached m in chainMotes) { m.Destroy(); }
chainMotes.Clear();
endEffecter?.Cleanup();
endEffecter = null;
sustainer?.End();
sustainer = null;
chainedTargets.Clear();
}
private void ApplyChainDamage(Thing thing, float damageFactor)
{
Map map = this.caster.Map;
if (thing == null || this.verbProps.beamDamageDef == null) { return; }
float angleFlat = (this.currentTarget.Cell - this.caster.Position).AngleFlat;
float angleFlat = (thing.Position - this.caster.Position).AngleFlat;
BattleLogEntry_RangedImpact log = new BattleLogEntry_RangedImpact(this.caster, thing, this.currentTarget.Thing, base.EquipmentSource.def, null, null);
DamageInfo dinfo;
if (this.verbProps.beamTotalDamage > 0f)
{
float damagePerShot = this.verbProps.beamTotalDamage / (float)this.ShotsPerBurst;
dinfo = new DamageInfo(this.verbProps.beamDamageDef, damagePerShot * damageFactor, this.verbProps.beamDamageDef.defaultArmorPenetration, angleFlat, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
dinfo = new DamageInfo(this.verbProps.beamDamageDef, damagePerShot * damageFactor, this.Props.beamArmorPenetration, angleFlat, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
}
else
{
float amount = (float)this.verbProps.beamDamageDef.defaultDamage * damageFactor;
dinfo = new DamageInfo(this.verbProps.beamDamageDef, amount, this.verbProps.beamDamageDef.defaultArmorPenetration, angleFlat, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
dinfo = new DamageInfo(this.verbProps.beamDamageDef, amount, this.Props.beamArmorPenetration, angleFlat, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
}
thing.TakeDamage(dinfo).AssociateWithLog(log);
@@ -186,7 +201,7 @@ namespace ArachnaeSwarm
}
else if (Rand.Chance(this.verbProps.beamChanceToStartFire))
{
FireUtility.TryStartFireIn(thing.Position, map, this.verbProps.beamFireSizeRange.RandomInRange, this.caster, this.verbProps.flammabilityAttachFireChanceCurve);
FireUtility.TryStartFireIn(thing.Position, this.caster.Map, this.verbProps.beamFireSizeRange.RandomInRange, this.caster, this.verbProps.flammabilityAttachFireChanceCurve);
}
}
}

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@@ -0,0 +1,218 @@
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.AI;
using Verse.Sound;
using ArachnaeSwarm.Utils;
namespace ArachnaeSwarm
{
public class VerbProperties_SplitAndChain : VerbProperties
{
public bool isSplit = false;
public int splitNum;
public float splitRange;
public int conductNum;
public float conductRange;
public float splitDamageFactor = 0.8f;
public float conductDamageFactor = 0.6f;
public float beamArmorPenetration = 0f;
public int beamPathSteps = 15;
public float flecksPerCell = 2f; // Flecks per cell to control beam density
public FleckDef splitMoteDef;
public FleckDef chainMoteDef;
public VerbProperties_SplitAndChain()
{
this.verbClass = typeof(Verb_ShootBeamSplitAndChain);
}
}
public class Verb_ShootBeamSplitAndChain : Verb
{
private VerbProperties_SplitAndChain Props => this.verbProps as VerbProperties_SplitAndChain;
private Dictionary<Thing, List<Thing>> attackChains = new Dictionary<Thing, List<Thing>>();
private Dictionary<Thing, Effecter> endEffecters = new Dictionary<Thing, Effecter>();
private Sustainer sustainer;
private int ticksToNextPathStep;
public override void WarmupComplete()
{
this.Cleanup();
List<Thing> mainTargets = new List<Thing>();
if (!this.currentTarget.HasThing) { base.WarmupComplete(); return; }
Thing primaryTarget = this.currentTarget.Thing;
if (primaryTarget is Pawn p_primary && (p_primary.Dead || p_primary.Downed)) return;
mainTargets.Add(primaryTarget);
if (this.Props.isSplit && this.Props.splitNum > 0)
{
var potentialTargets = GenRadial.RadialDistinctThingsAround(primaryTarget.Position, this.caster.Map, this.Props.splitRange, false)
.OfType<Pawn>()
.Where(p => !p.Dead && !p.Downed && p.HostileTo(this.caster.Faction) && !mainTargets.Contains(p) && GenSight.LineOfSight(primaryTarget.Position, p.Position, this.caster.Map, true))
.OrderBy(p => p.Position.DistanceToSquared(primaryTarget.Position))
.Take(this.Props.splitNum);
mainTargets.AddRange(potentialTargets);
}
foreach (Thing mainTarget in mainTargets)
{
List<Thing> currentChain = new List<Thing>();
currentChain.Add(mainTarget);
Thing lastTargetInChain = mainTarget;
for (int i = 0; i < this.Props.conductNum; i++)
{
Thing nextInChain = GenRadial.RadialDistinctThingsAround(lastTargetInChain.Position, this.caster.Map, this.Props.conductRange, false)
.OfType<Pawn>()
.Where(p => !p.Dead && !p.Downed && !currentChain.Contains(p) && !mainTargets.Except(new[]{mainTarget}).Contains(p) && this.Caster.HostileTo(p) && GenSight.LineOfSight(lastTargetInChain.Position, p.Position, this.caster.Map, true))
.OrderBy(p => p.Position.DistanceToSquared(lastTargetInChain.Position))
.FirstOrDefault();
if (nextInChain != null)
{
currentChain.Add(nextInChain);
lastTargetInChain = nextInChain;
}
else { break; }
}
attackChains[mainTarget] = currentChain;
}
this.burstShotsLeft = this.verbProps.burstShotCount;
this.state = VerbState.Bursting;
if (this.Props.soundCastBeam != null)
{
this.sustainer = this.Props.soundCastBeam.TrySpawnSustainer(SoundInfo.InMap(this.caster, MaintenanceType.PerTick));
}
base.TryCastNextBurstShot();
}
public override void BurstingTick()
{
if (this.burstShotsLeft <= 0)
{
this.Cleanup();
base.BurstingTick();
return;
}
List<Thing> deadOrInvalidChains = attackChains.Keys.Where(t => t == null || !t.Spawned).ToList();
foreach (var key in deadOrInvalidChains)
{
if(endEffecters.ContainsKey(key))
{
endEffecters[key].Cleanup();
endEffecters.Remove(key);
}
attackChains.Remove(key);
}
Vector3 casterPos = this.caster.DrawPos;
foreach (var chainEntry in attackChains)
{
Thing mainTarget = chainEntry.Key;
List<Thing> conductTargets = chainEntry.Value;
DrawCurvedBeam(casterPos, mainTarget.DrawPos, Props.splitMoteDef ?? verbProps.beamLineFleckDef);
for (int i = 0; i < conductTargets.Count - 1; i++)
{
DrawCurvedBeam(conductTargets[i].DrawPos, conductTargets[i+1].DrawPos, Props.chainMoteDef ?? verbProps.beamLineFleckDef);
}
foreach (Thing target in conductTargets)
{
if (!endEffecters.ContainsKey(target) || endEffecters[target] == null)
{
endEffecters[target] = verbProps.beamEndEffecterDef?.Spawn(target.Position, target.Map, Vector3.zero);
}
endEffecters[target]?.EffectTick(new TargetInfo(target), TargetInfo.Invalid);
}
}
sustainer?.Maintain();
}
protected override bool TryCastShot()
{
if (this.attackChains.NullOrEmpty()) return false;
bool anyDamaged = false;
foreach (var chainEntry in attackChains)
{
Thing mainTarget = chainEntry.Key;
List<Thing> conductTargets = chainEntry.Value;
ApplyDamage(mainTarget, Props.splitDamageFactor);
anyDamaged = true;
for (int i = 1; i < conductTargets.Count; i++)
{
ApplyDamage(conductTargets[i], Props.conductDamageFactor);
}
}
this.ticksToNextPathStep = this.verbProps.ticksBetweenBurstShots;
return anyDamaged;
}
private void DrawCurvedBeam(Vector3 start, Vector3 end, FleckDef fleckDef)
{
if (fleckDef == null) return;
float magnitude = (end - start).MagnitudeHorizontal();
if (magnitude <= 0) return;
// 1. Generate Bezier curve points
int segments = Mathf.Max(3, Mathf.CeilToInt(magnitude * Props.flecksPerCell));
Vector3 controlPoint = Vector3.Lerp(start, end, 0.5f) + new Vector3(0, -magnitude * Props.beamCurvature, 0);
var path = BezierUtil.GenerateQuadraticPoints(start, controlPoint, end, segments);
// 2. Check if there are enough points to connect
if (path.Count < 2)
{
return;
}
// 3. Iterate through adjacent point pairs and draw connecting lines
for (int i = 0; i < path.Count - 1; i++)
{
Vector3 pointA = path[i];
Vector3 pointB = path[i + 1];
FleckMaker.ConnectingLine(pointA, pointB, fleckDef, this.caster.Map, 1f);
}
}
private void ApplyDamage(Thing thing, float damageFactor)
{
if (thing == null || verbProps.beamDamageDef == null) return;
float totalDamage = verbProps.beamTotalDamage > 0 ? verbProps.beamTotalDamage / verbProps.burstShotCount : verbProps.beamDamageDef.defaultDamage;
float finalDamage = totalDamage * damageFactor;
var dinfo = new DamageInfo(verbProps.beamDamageDef, finalDamage, Props.beamArmorPenetration, -1, this.caster, null, base.EquipmentSource.def);
thing.TakeDamage(dinfo);
}
private void Cleanup()
{
attackChains.Clear();
foreach (var effecter in endEffecters.Values) effecter.Cleanup();
endEffecters.Clear();
sustainer?.End();
sustainer = null;
}
public override void ExposeData()
{
base.ExposeData();
}
}
}