存食物需求的ability
This commit is contained in:
@@ -73,7 +73,9 @@
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<Compile Include="JobDriver_Incubate.cs" />
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<Compile Include="CompProperties_AbilitySprayLiquidMulti.cs" />
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<Compile Include="CompAbilityEffect_SprayLiquidMulti.cs" />
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<Compile Include="Building_Incubator.cs" />
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<Compile Include="Hediffs\Hediff_CurseFlame.cs" />
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<Compile Include="CompAbilityEffect_NeedCost.cs" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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34
Source/ArachnaeSwarm/Building_Incubator.cs
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34
Source/ArachnaeSwarm/Building_Incubator.cs
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@@ -0,0 +1,34 @@
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using UnityEngine;
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using Verse;
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namespace ArachnaeSwarm
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{
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public class Building_Incubator : Building
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{
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public CompSpawnPawnFromList SpawnComp => GetComp<CompSpawnPawnFromList>();
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public GraphicData hatchingGraphicData;
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private Graphic hatchingGraphic;
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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{
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base.SpawnSetup(map, respawningAfterLoad);
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if (hatchingGraphicData != null)
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{
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hatchingGraphic = hatchingGraphicData.Graphic;
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}
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}
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public override Graphic Graphic
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{
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get
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{
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if (SpawnComp != null && SpawnComp.IsHatching && hatchingGraphic != null)
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{
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return hatchingGraphic;
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}
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return base.Graphic;
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}
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}
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}
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}
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54
Source/ArachnaeSwarm/CompAbilityEffect_NeedCost.cs
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54
Source/ArachnaeSwarm/CompAbilityEffect_NeedCost.cs
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@@ -0,0 +1,54 @@
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using RimWorld;
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using RimWorld.Planet;
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using Verse;
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namespace ArachnaeSwarm
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{
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public class CompProperties_AbilityNeedCost : CompProperties_AbilityEffect
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{
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public NeedDef needDef;
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public float needCost;
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public string failMessage;
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public CompProperties_AbilityNeedCost()
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{
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compClass = typeof(CompAbilityEffect_NeedCost);
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}
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}
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public class CompAbilityEffect_NeedCost : CompAbilityEffect
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{
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public new CompProperties_AbilityNeedCost Props => (CompProperties_AbilityNeedCost)props;
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public override bool GizmoDisabled(out string reason)
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{
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Pawn caster = parent.pawn;
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if (caster != null && caster.needs != null)
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{
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if (caster.needs.TryGetNeed(Props.needDef, out Need need))
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{
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if (need.CurLevel < Props.needCost)
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{
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reason = Props.failMessage;
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return true;
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}
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}
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}
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reason = null;
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return false;
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}
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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Pawn caster = parent.pawn;
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if (caster != null && caster.needs != null)
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{
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if (caster.needs.TryGetNeed(Props.needDef, out Need need))
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{
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need.CurLevel -= Props.needCost;
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}
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}
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}
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}
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}
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@@ -13,6 +13,7 @@ namespace ArachnaeSwarm
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private int spawnUntilTick = -1;
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private PawnKindDef spawningPawnKind;
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private PawnKindDef selectedPawnKind;
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public bool IsHatching => spawnUntilTick > 0;
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public override IEnumerable<FloatMenuOption> CompFloatMenuOptions(Pawn selPawn)
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{
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@@ -40,6 +41,7 @@ namespace ArachnaeSwarm
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}
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}
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public void StartIncubation()
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{
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spawningPawnKind = selectedPawnKind;
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@@ -55,6 +57,8 @@ namespace ArachnaeSwarm
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}
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}
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private void SpawnPawn(PawnKindDef pawnKind)
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{
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try
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@@ -71,34 +75,38 @@ namespace ArachnaeSwarm
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return;
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}
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(pawnKind, parent.Faction));
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if (pawn == null)
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int count = Props.spawnCount.RandomInRange;
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for (int i = 0; i < count; i++)
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{
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Log.Error($"CompSpawnPawnFromList: Failed to generate pawn of kind {pawnKind.defName} for faction {parent.Faction?.Name ?? "null"}.");
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return;
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}
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if (GenSpawn.Spawn(pawn, parent.Position, parent.Map) == null)
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{
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Log.Error($"CompSpawnPawnFromList: Failed to spawn pawn {pawn} at {parent.Position}.");
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if (!pawn.Destroyed)
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(pawnKind, parent.Faction));
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if (pawn == null)
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{
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pawn.Destroy();
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Log.Error($"CompSpawnPawnFromList: Failed to generate pawn of kind {pawnKind.defName} for faction {parent.Faction?.Name ?? "null"}.");
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continue;
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}
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return;
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}
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if (Props.lordJob != null)
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{
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try
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if (GenSpawn.Spawn(pawn, parent.Position, parent.Map) == null)
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{
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LordJob lordJobInstance = (LordJob)System.Activator.CreateInstance(Props.lordJob);
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Lord lord = LordMaker.MakeNewLord(parent.Faction, lordJobInstance, parent.Map);
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lord.AddPawn(pawn);
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Log.Error($"CompSpawnPawnFromList: Failed to spawn pawn {pawn} at {parent.Position}.");
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if (!pawn.Destroyed)
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{
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pawn.Destroy();
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}
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continue;
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}
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catch (System.Exception e)
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if (Props.lordJob != null)
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{
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Log.Error($"CompSpawnPawnFromList: Error creating LordJob {Props.lordJob?.Name ?? "null"} or assigning pawn {pawn}. Exception: {e}");
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try
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{
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LordJob lordJobInstance = (LordJob)System.Activator.CreateInstance(Props.lordJob);
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Lord lord = LordMaker.MakeNewLord(parent.Faction, lordJobInstance, parent.Map);
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lord.AddPawn(pawn);
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}
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catch (System.Exception e)
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{
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Log.Error($"CompSpawnPawnFromList: Error creating LordJob {Props.lordJob?.Name ?? "null"} or assigning pawn {pawn}. Exception: {e}");
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}
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}
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}
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@@ -114,6 +122,7 @@ namespace ArachnaeSwarm
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}
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}
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public override string CompInspectStringExtra()
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{
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if (spawnUntilTick > 0)
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@@ -136,6 +145,7 @@ namespace ArachnaeSwarm
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base.PostExposeData();
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Scribe_Values.Look(ref spawnUntilTick, "spawnUntilTick", -1);
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Scribe_Defs.Look(ref spawningPawnKind, "spawningPawnKind");
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Scribe_Defs.Look(ref selectedPawnKind, "selectedPawnKind");
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}
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}
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}
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38
Source/Documents/Project_Summary.md
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38
Source/Documents/Project_Summary.md
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@@ -0,0 +1,38 @@
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# 项目:可交互的虫卵囊
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## 1. 核心目标
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创建一个可交互的虫卵囊,它允许一个特定的 Pawn(阿拉克涅女皇种)通过右键菜单与它交互,从一个可配置的列表中选择一个 Pawn,并在经过一段可配置的延迟后,生成这个 Pawn。
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## 2. 已完成的功能
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* **创建了新的 VS 项目**: [`ArachnaeSwarm.csproj`](Source/ArachnaeSwarm/ArachnaeSwarm.csproj)
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* **实现了核心的生成逻辑**:
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* `CompProperties_SpawnPawnFromList.cs`: 定义了 XML 中可配置的属性,包括:
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* `pawnKinds`: 可生成的 Pawn 列表。
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* `whitelist`: 可以与虫卵囊交互的 Pawn 列表。
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* `delay`: 孵化延迟。
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* `spawnCount`: 生成数量。
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* `destroyOnSpawn`: 生成后是否摧毁自身。
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* `lordJob`: 生成的 Pawn 要执行的集体任务。
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* `CompSpawnPawnFromList.cs`: 实现了核心的生成逻辑,包括:
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* 生成右键菜单。
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* 处理孵化倒计时。
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* 生成指定数量的 Pawn。
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* 在检查面板上显示孵化状态和提示信息。
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* **实现了交互的 Job**:
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* `ARA_Jobs.xml`: 定义了 `ARA_IncubateJob`。
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* `JobDriver_Incubate.cs`: 实现了让 Pawn 走到虫卵囊旁边并启动孵化过程的逻辑。
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* **实现了动态的图形切换**:
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* `Building_Incubator.cs`: 创建了一个新的建筑基类,它会根据虫卵囊是否正在孵化来动态地改变自身的图形。
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* **创建了测试用的 Defs**:
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* `ARA_InteractiveEggSac.xml`: 定义了一个可交互的虫卵囊,用于在游戏中测试新功能。
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* `ArachnaeSwarm_Keys.xml`: 定义了相关的本地化 `key`。
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## 3. 当前状态
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目前,项目已经基本完成了所有的核心功能,并且能够成功编译。但是,在最后一次构建时,我们遇到了一个编译错误,导致我们无法进行最终的测试。
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## 4. 下一步计划
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解决当前的编译错误,并成功构建项目,以便在游戏中进行最终的测试。
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