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@@ -40,11 +40,16 @@ namespace ArachnaeSwarm
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private Vector3 position2;
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public Vector3 ExPos;
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public bool isDummy = false;
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private Vector3 exactPositionInt; // 用于存储我们自己计算的位置
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public override Vector3 ExactPosition => exactPositionInt; // 重写属性,让游戏获取我们计算的位置
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public override Quaternion ExactRotation => Quaternion.LookRotation(destination - origin); // 弹头始终朝向目标
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref isDummy, "isDummy", false);
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Scribe_Values.Look(ref exactPositionInt, "exactPositionInt");
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}
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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@@ -52,6 +57,8 @@ namespace ArachnaeSwarm
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base.SpawnSetup(map, respawningAfterLoad);
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settings = def.GetModExtension<CruiseMissileProperties>() ?? new CruiseMissileProperties();
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this.isDummy = settings.isDummy;
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// 初始化我们自己的位置
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exactPositionInt = origin;
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}
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private void RandFactor()
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@@ -166,15 +173,16 @@ namespace ArachnaeSwarm
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);
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}
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protected override void DrawAt(Vector3 position, bool flip = false)
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{
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position2 = BPos(DistanceCoveredFraction - 0.01f);
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ExPos = position = BPos(DistanceCoveredFraction);
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base.DrawAt(position, flip);
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}
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// 不再需要重写DrawAt,因为ExactPosition现在是正确的
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// protected override void DrawAt(Vector3 position, bool flip = false)
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// { ... }
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protected override void Tick()
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{
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// 不调用 base.Tick() 来阻止直线运动逻辑
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// base.Tick();
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// 更新目标位置
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if (intendedTarget.Thing is Pawn pawn && pawn.Spawned && !pawn.Destroyed)
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{
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if ((pawn.Dead || pawn.Downed) && DistanceCoveredFraction < 0.6f)
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@@ -183,7 +191,25 @@ namespace ArachnaeSwarm
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}
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destination = pawn.DrawPos;
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}
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base.Tick();
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// 更新ticksToImpact,这是从基类Projectile复制过来的逻辑
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ticksToImpact--;
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if (ticksToImpact <= 0)
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{
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// 时间到了,强制撞击
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Impact(null);
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return;
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}
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// 更新我们自己的位置
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exactPositionInt = BPos(this.DistanceCoveredFraction);
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// 检查是否到达终点
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if (this.DistanceCoveredFraction >= 1f)
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{
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Impact(null);
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return;
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}
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}
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private void FindNextTarget(Vector3 center)
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