光束炮
This commit is contained in:
@@ -0,0 +1,10 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class AbilityWeaponDefExtension : DefModExtension
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{
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public ThingDef weaponDef; // 与此Ability相关的武器定义
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}
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}
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@@ -6,124 +6,117 @@ namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_EnergyLance : CompAbilityEffect_WithDest
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{
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public new CompProperties_EnergyLance Props => (CompProperties_EnergyLance)props;
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public new CompProperties_AbilityEnergyLance Props => (CompProperties_AbilityEnergyLance)props;
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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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// 计算光束的起点和方向
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IntVec3 startPos = target.Cell;
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IntVec3 endPos = dest.Cell;
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// 如果使用固定距离,则从起点向终点方向移动固定距离
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if (Props.useFixedDistance)
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{
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Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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Vector3 offset = direction * Props.moveDistance;
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endPos = startPos + new IntVec3(Mathf.RoundToInt(offset.x), 0, Mathf.RoundToInt(offset.z));
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}
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// 创建移动的能量光束
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EnergyLance obj = (EnergyLance)GenSpawn.Spawn(ThingDef.Named("EnergyLance"), startPos, parent.pawn.Map);
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obj.duration = Props.durationTicks;
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obj.instigator = parent.pawn;
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obj.startPos = startPos;
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obj.endPos = endPos;
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obj.moveDistance = Props.moveDistance;
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obj.useFixedDistance = Props.useFixedDistance;
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obj.firesPerTick = Props.firesPerTick;
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// 不再需要传递伤害范围,因为现在从ModExtension读取
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obj.StartStrike();
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Log.Message($"[EnergyLance] Created energy lance from {startPos} to {endPos}, distance: {Props.moveDistance}");
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}
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// 绘制预览效果
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public override void DrawEffectPreview(LocalTargetInfo target)
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{
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base.DrawEffectPreview(target);
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if (parent.pawn == null || parent.pawn.Map == null || !target.IsValid)
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if (parent.pawn == null || parent.pawn.Map == null)
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return;
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try
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{
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// 绘制起点预览
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GenDraw.DrawTargetHighlight(target.Cell);
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// 使用配置的光束类型
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ThingDef lanceDef = Props.energyLanceDef ?? ThingDef.Named("EnergyLance");
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// 如果选择了终点,绘制移动路径预览
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if (selectedTarget.IsValid)
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{
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DrawMovePathPreview(target.Cell, selectedTarget.Cell);
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}
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// 创建EnergyLance
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EnergyLance.MakeEnergyLance(
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lanceDef,
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target.Cell,
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dest.Cell,
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parent.pawn.Map,
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Props.moveDistance,
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Props.useFixedDistance,
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Props.durationTicks,
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parent.pawn
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);
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Log.Message($"[EnergyLance] Started {lanceDef.defName} from {target.Cell} to {dest.Cell}");
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}
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catch (System.Exception)
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catch (System.Exception ex)
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{
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// 忽略预览绘制错误
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Log.Error($"[EnergyLance] Error starting EnergyLance: {ex}");
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}
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}
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private void DrawMovePathPreview(IntVec3 startPos, IntVec3 endPos)
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// 绘制预览保持不变
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public new void DrawHighlight(LocalTargetInfo target)
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{
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if (selectedTarget.IsValid)
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{
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DrawBeamPathPreview(selectedTarget.Cell, target.Cell);
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}
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else
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{
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GenDraw.DrawTargetHighlight(target);
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}
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}
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private void DrawBeamPathPreview(IntVec3 startCell, IntVec3 endCell)
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{
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Map map = parent.pawn.Map;
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// 计算实际终点
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IntVec3 actualEndPos = endPos;
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Vector3 startPos = startCell.ToVector3();
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Vector3 direction = (endCell.ToVector3() - startPos).normalized;
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Vector3 actualEndPos;
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if (Props.useFixedDistance)
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{
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Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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Vector3 offset = direction * Props.moveDistance;
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actualEndPos = startPos + new IntVec3(Mathf.RoundToInt(offset.x), 0, Mathf.RoundToInt(offset.z));
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actualEndPos = startPos + direction * Props.moveDistance;
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}
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else
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{
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actualEndPos = endCell.ToVector3();
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}
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// 绘制移动路径
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Vector3 startVec = startPos.ToVector3Shifted();
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Vector3 endVec = actualEndPos.ToVector3Shifted();
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IntVec3 actualEndCell = new IntVec3(
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Mathf.RoundToInt(actualEndPos.x),
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Mathf.RoundToInt(actualEndPos.y),
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Mathf.RoundToInt(actualEndPos.z)
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);
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GenDraw.DrawLineBetween(startVec, endVec, SimpleColor.Yellow, 0.2f);
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// 绘制终点预览
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GenDraw.DrawTargetHighlight(actualEndPos);
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// 绘制作用范围预览(在移动路径上)
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DrawEffectRangePreview(startPos, actualEndPos);
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DrawBeamLine(startCell, actualEndCell);
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GenDraw.DrawTargetHighlight(startCell);
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GenDraw.DrawTargetHighlight(actualEndCell);
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DrawEffectRadiusPreview(startCell);
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DrawEffectRadiusPreview(actualEndCell);
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}
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private void DrawEffectRangePreview(IntVec3 startPos, IntVec3 endPos)
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private void DrawBeamLine(IntVec3 startCell, IntVec3 endCell)
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{
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Vector3 startPos = startCell.ToVector3Shifted();
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Vector3 endPos = endCell.ToVector3Shifted();
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GenDraw.DrawLineBetween(startPos, endPos, SimpleColor.Yellow, 0.3f);
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}
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private void DrawEffectRadiusPreview(IntVec3 center)
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{
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Map map = parent.pawn.Map;
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// 沿着移动路径绘制作用范围
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Vector3 currentPos = startPos.ToVector3();
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Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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float totalDistance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
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float step = 1f; // 每格绘制
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for (float distance = 0; distance <= totalDistance; distance += step)
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{
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Vector3 checkPos = startPos.ToVector3() + direction * distance;
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IntVec3 checkCell = new IntVec3(Mathf.RoundToInt(checkPos.x), 0, Mathf.RoundToInt(checkPos.z));
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if (checkCell.InBounds(map))
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{
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// 绘制作用范围指示
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GenDraw.DrawRadiusRing(checkCell, 1.5f, Color.red, (c) => true);
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}
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}
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GenDraw.DrawRadiusRing(center, 15f, Color.yellow);
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}
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public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
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{
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string baseInfo = $"能量长矛: 持续{Props.durationTicks}刻";
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if (Props.useFixedDistance)
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if (selectedTarget.IsValid)
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{
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baseInfo += $"\n移动距离: {Props.moveDistance}格";
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string beamType = Props.energyLanceDef?.label ?? "EnergyLance";
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return $"选择{beamType}方向\n移动距离: {Props.moveDistance}格\n模式: {(Props.useFixedDistance ? "固定距离" : "移动到终点")}";
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}
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else
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{
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return "选择光束起点";
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}
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baseInfo += $"\n选择起点后,再选择移动方向";
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return baseInfo;
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}
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public override TargetingParameters targetParams => new TargetingParameters
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{
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canTargetLocations = true,
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canTargetPawns = false,
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canTargetBuildings = false,
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canTargetItems = false,
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mapObjectTargetsMustBeAutoAttackable = false
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};
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}
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}
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@@ -0,0 +1,25 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_AbilityEnergyLance : CompProperties_EffectWithDest
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{
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// 光束持续时间
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public int durationTicks = 600;
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// 移动配置
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public float moveDistance = 15f;
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public bool useFixedDistance = true;
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// 光束类型配置 - 新增:暴露光束类型
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public ThingDef energyLanceDef; // 使用的EnergyLance ThingDef
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public int firesPerTick = 4; // 每刻造成的火灾数量
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public CompProperties_AbilityEnergyLance()
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{
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this.compClass = typeof(CompAbilityEffect_EnergyLance);
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this.destination = AbilityEffectDestination.Selected;
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}
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}
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}
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@@ -1,22 +0,0 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_EnergyLance : CompProperties_EffectWithDest
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{
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public int durationTicks = 600; // 光束持续时间
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public float moveDistance = 15f; // 光束移动距离
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public bool useFixedDistance = true; // 是否使用固定距离
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// 伤害配置
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public int firesPerTick = 4; // 每刻产生的火焰数量
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public IntRange flameDamageRange = new IntRange(65, 100); // 火焰伤害范围
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public IntRange corpseFlameDamageRange = new IntRange(5, 10); // 尸体火焰伤害范围
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public CompProperties_EnergyLance()
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{
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this.compClass = typeof(CompAbilityEffect_EnergyLance);
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}
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}
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}
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@@ -3,82 +3,141 @@ using Verse;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class EnergyLance : OrbitalStrike
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[StaticConstructorOnStartup]
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public class EnergyLance : ThingWithComps
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{
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// 移动相关属性
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public IntVec3 startPos;
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public IntVec3 endPos;
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public IntVec3 startPosition;
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public IntVec3 endPosition;
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public float moveDistance;
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public bool useFixedDistance;
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public float flightSpeed = 1f;
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public float currentProgress = 0f;
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public float altitude = 20f;
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// 伤害配置
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public int firesPerTick = 4;
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// ModExtension引用
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private EnergyLanceExtension extension;
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public float effectRadius = 15f;
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public int durationTicks = 600;
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private int ticksPassed = 0;
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// 移动状态
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private Vector3 currentPos;
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private Vector3 exactPosition;
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private Vector3 moveDirection;
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private float moveSpeed;
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private float traveledDistance;
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private const float effectRadius = 3f; // 作用半径
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private bool hasStarted = false;
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private bool hasCompleted = false;
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private static List<Thing> tmpThings = new List<Thing>();
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// 视觉效果
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private CompOrbitalBeam orbitalBeamComp;
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private Sustainer sustainer;
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public override void StartStrike()
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// 伤害相关
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private static List<Thing> tmpThings = new List<Thing>();
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private static readonly IntRange FlameDamageAmountRange = new IntRange(65, 100);
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private static readonly IntRange CorpseFlameDamageAmountRange = new IntRange(5, 10);
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public Thing instigator;
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public ThingDef weaponDef;
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// 精确位置计算(基于FlyOver的逻辑)
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public override Vector3 DrawPos
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{
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base.StartStrike();
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// 获取ModExtension
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extension = def.GetModExtension<EnergyLanceExtension>();
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if (extension == null)
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get
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{
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Log.Error($"[EnergyLance] No EnergyLanceExtension found on {def.defName}");
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return;
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Vector3 start = startPosition.ToVector3();
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Vector3 end = CalculateEndPosition();
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Vector3 basePos = Vector3.Lerp(start, end, currentProgress);
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basePos.y = altitude;
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return basePos;
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}
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// 初始化移动参数
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currentPos = startPos.ToVector3();
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if (useFixedDistance)
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{
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// 从起点向终点方向移动固定距离
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Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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moveDirection = direction;
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moveSpeed = moveDistance / duration; // 根据持续时间计算移动速度
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}
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else
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{
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// 直接从起点移动到终点
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Vector3 direction = (endPos.ToVector3() - startPos.ToVector3());
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moveDirection = direction.normalized;
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moveSpeed = direction.magnitude / duration;
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}
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traveledDistance = 0f;
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// 创建视觉效果
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CreateVisualEffect();
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Log.Message($"[EnergyLance] Strike started from {startPos} to {endPos}, " +
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$"damage: {extension.damageDef.defName}, speed: {moveSpeed}");
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}
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private void CreateVisualEffect()
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// 计算实际终点位置
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private Vector3 CalculateEndPosition()
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{
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// 使用ModExtension中定义的Mote,如果没有则使用默认的PowerBeam
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if (extension.moteDef != null)
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if (useFixedDistance)
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{
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Mote mote = MoteMaker.MakeStaticMote(base.Position, base.Map, extension.moteDef);
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Vector3 direction = (endPosition.ToVector3() - startPosition.ToVector3()).normalized;
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return startPosition.ToVector3() + direction * moveDistance;
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}
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else
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{
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// 使用原版PowerBeam的视觉效果
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MoteMaker.MakePowerBeamMote(base.Position, base.Map);
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return endPosition.ToVector3();
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}
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}
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// 精确旋转
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public virtual Quaternion ExactRotation
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{
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get
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{
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Vector3 direction = (CalculateEndPosition() - startPosition.ToVector3()).normalized;
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return Quaternion.LookRotation(direction.Yto0());
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}
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}
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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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orbitalBeamComp = GetComp<CompOrbitalBeam>();
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if (!respawningAfterLoad)
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{
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base.Position = startPosition;
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hasStarted = true;
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// 计算移动方向
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Vector3 endPos = CalculateEndPosition();
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moveDirection = (endPos - startPosition.ToVector3()).normalized;
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// 初始化光束组件
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if (orbitalBeamComp != null)
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{
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// 使用反射调用StartAnimation方法
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StartOrbitalBeamAnimation();
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}
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// 开始音效
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StartSound();
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Log.Message($"[EnergyLance] Spawned at {startPosition}, moving to {endPosition}, " +
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$"distance: {moveDistance}, fixed: {useFixedDistance}");
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}
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}
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// 使用反射调用StartAnimation方法
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private void StartOrbitalBeamAnimation()
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{
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var startAnimationMethod = orbitalBeamComp.GetType().GetMethod("StartAnimation");
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if (startAnimationMethod != null)
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{
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startAnimationMethod.Invoke(orbitalBeamComp, new object[] { durationTicks, 10, 0f });
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Log.Message("[EnergyLance] Orbital beam animation started");
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}
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else
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{
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Log.Warning("[EnergyLance] Could not find StartAnimation method on CompOrbitalBeam");
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}
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}
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private void StartSound()
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{
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var soundProp = orbitalBeamComp?.GetType().GetProperty("Props")?.GetValue(orbitalBeamComp);
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if (soundProp != null)
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{
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var soundField = soundProp.GetType().GetField("sound");
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if (soundField != null)
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{
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SoundDef soundDef = soundField.GetValue(soundProp) as SoundDef;
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if (soundDef != null)
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{
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sustainer = soundDef.TrySpawnSustainer(SoundInfo.InMap(this, MaintenanceType.PerTick));
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}
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}
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}
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}
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@@ -86,110 +145,142 @@ namespace WulaFallenEmpire
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{
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base.Tick();
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if (!base.Destroyed && extension != null)
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if (!hasStarted || hasCompleted)
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return;
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ticksPassed++;
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// 更新移动进度
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UpdateMovement();
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// 造成伤害
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for (int i = 0; i < firesPerTick; i++)
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{
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// 移动光束
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MoveBeam();
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// 造成伤害
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for (int i = 0; i < firesPerTick; i++)
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{
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DoBeamDamage();
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}
|
||||
StartRandomFireAndDoFlameDamage();
|
||||
}
|
||||
|
||||
// 更新音效
|
||||
sustainer?.Maintain();
|
||||
|
||||
// 检查是否完成
|
||||
if (ticksPassed >= durationTicks || currentProgress >= 1f)
|
||||
{
|
||||
CompleteEnergyLance();
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveBeam()
|
||||
private void UpdateMovement()
|
||||
{
|
||||
// 计算移动距离
|
||||
float moveThisTick = moveSpeed;
|
||||
// 计算总距离
|
||||
float totalDistance = useFixedDistance ? moveDistance : Vector3.Distance(startPosition.ToVector3(), endPosition.ToVector3());
|
||||
|
||||
// 更新位置
|
||||
currentPos += moveDirection * moveThisTick;
|
||||
traveledDistance += moveThisTick;
|
||||
// 计算移动速度(基于持续时间和总距离)
|
||||
float progressPerTick = 1f / durationTicks;
|
||||
currentProgress += progressPerTick;
|
||||
currentProgress = Mathf.Clamp01(currentProgress);
|
||||
|
||||
// 更新精确位置
|
||||
exactPosition = Vector3.Lerp(startPosition.ToVector3(), CalculateEndPosition(), currentProgress);
|
||||
|
||||
// 更新格子位置
|
||||
IntVec3 newCell = new IntVec3(
|
||||
Mathf.RoundToInt(exactPosition.x),
|
||||
Mathf.RoundToInt(exactPosition.y),
|
||||
Mathf.RoundToInt(exactPosition.z)
|
||||
);
|
||||
|
||||
// 更新光束的实际位置
|
||||
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(currentPos.x), 0, Mathf.RoundToInt(currentPos.z));
|
||||
if (newCell != base.Position && newCell.InBounds(base.Map))
|
||||
{
|
||||
base.Position = newCell;
|
||||
}
|
||||
|
||||
// 检查是否到达终点
|
||||
if (useFixedDistance && traveledDistance >= moveDistance)
|
||||
{
|
||||
// 固定距离模式:移动指定距离后结束
|
||||
Destroy();
|
||||
Log.Message($"[EnergyLance] Reached fixed distance, destroying");
|
||||
}
|
||||
else if (!useFixedDistance && traveledDistance >= Vector3.Distance(startPos.ToVector3(), endPos.ToVector3()))
|
||||
{
|
||||
// 终点模式:到达终点后结束
|
||||
Destroy();
|
||||
Log.Message($"[EnergyLance] Reached end position, destroying");
|
||||
}
|
||||
}
|
||||
|
||||
private void DoBeamDamage()
|
||||
private void StartRandomFireAndDoFlameDamage()
|
||||
{
|
||||
if (extension == null) return;
|
||||
|
||||
// 在当前光束位置周围随机选择一个单元格
|
||||
IntVec3 targetCell = (from x in GenRadial.RadialCellsAround(base.Position, effectRadius, useCenter: true)
|
||||
where x.InBounds(base.Map)
|
||||
select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / effectRadius, 1f) + 0.05f);
|
||||
|
||||
// 尝试在该单元格点火(如果配置了点火)
|
||||
if (extension.igniteFires)
|
||||
{
|
||||
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, extension.fireIgniteChance), instigator);
|
||||
}
|
||||
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, 0.925f), instigator);
|
||||
|
||||
// 对该单元格内的物体造成伤害
|
||||
tmpThings.Clear();
|
||||
tmpThings.AddRange(targetCell.GetThingList(base.Map));
|
||||
|
||||
for (int i = 0; i < tmpThings.Count; i++)
|
||||
{
|
||||
Thing thing = tmpThings[i];
|
||||
|
||||
// 检查是否对尸体造成伤害
|
||||
if (!extension.applyDamageToCorpses && thing is Corpse)
|
||||
continue;
|
||||
|
||||
// 计算伤害量
|
||||
int damageAmount = (thing is Corpse) ?
|
||||
extension.corpseDamageAmountRange.RandomInRange :
|
||||
extension.damageAmountRange.RandomInRange;
|
||||
|
||||
Pawn pawn = thing as Pawn;
|
||||
BattleLogEntry_DamageTaken battleLogEntry = null;
|
||||
int num = ((tmpThings[i] is Corpse) ? CorpseFlameDamageAmountRange.RandomInRange : FlameDamageAmountRange.RandomInRange);
|
||||
Pawn pawn = tmpThings[i] as Pawn;
|
||||
BattleLogEntry_DamageTaken battleLogEntry_DamageTaken = null;
|
||||
|
||||
if (pawn != null)
|
||||
{
|
||||
battleLogEntry = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
|
||||
Find.BattleLog.Add(battleLogEntry);
|
||||
battleLogEntry_DamageTaken = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
|
||||
Find.BattleLog.Add(battleLogEntry_DamageTaken);
|
||||
}
|
||||
|
||||
// 使用ModExtension中定义的伤害类型
|
||||
DamageInfo damageInfo = new DamageInfo(extension.damageDef, damageAmount, 0f, -1f, instigator, null, weaponDef);
|
||||
thing.TakeDamage(damageInfo).AssociateWithLog(battleLogEntry);
|
||||
|
||||
Log.Message($"[EnergyLance] Applied {extension.damageDef.defName} damage {damageAmount} to {thing.Label}");
|
||||
DamageInfo damageInfo = new DamageInfo(DamageDefOf.Flame, num, 0f, -1f, instigator, null, weaponDef);
|
||||
tmpThings[i].TakeDamage(damageInfo).AssociateWithLog(battleLogEntry_DamageTaken);
|
||||
}
|
||||
|
||||
tmpThings.Clear();
|
||||
}
|
||||
|
||||
private void CompleteEnergyLance()
|
||||
{
|
||||
hasCompleted = true;
|
||||
|
||||
// 停止音效
|
||||
sustainer?.End();
|
||||
sustainer = null;
|
||||
|
||||
Log.Message($"[EnergyLance] Completed at position {base.Position}");
|
||||
|
||||
// 销毁自身
|
||||
Destroy();
|
||||
}
|
||||
|
||||
// 重写绘制方法,确保光束正确显示
|
||||
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
|
||||
{
|
||||
// 让CompOrbitalBeam处理绘制
|
||||
Comps_PostDraw();
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
|
||||
Scribe_Values.Look(ref startPos, "startPos");
|
||||
Scribe_Values.Look(ref endPos, "endPos");
|
||||
Scribe_Values.Look(ref startPosition, "startPosition");
|
||||
Scribe_Values.Look(ref endPosition, "endPosition");
|
||||
Scribe_Values.Look(ref moveDistance, "moveDistance");
|
||||
Scribe_Values.Look(ref useFixedDistance, "useFixedDistance");
|
||||
Scribe_Values.Look(ref flightSpeed, "flightSpeed", 1f);
|
||||
Scribe_Values.Look(ref currentProgress, "currentProgress", 0f);
|
||||
Scribe_Values.Look(ref altitude, "altitude", 20f);
|
||||
Scribe_Values.Look(ref firesPerTick, "firesPerTick", 4);
|
||||
Scribe_Values.Look(ref effectRadius, "effectRadius", 15f);
|
||||
Scribe_Values.Look(ref durationTicks, "durationTicks", 600);
|
||||
Scribe_Values.Look(ref ticksPassed, "ticksPassed", 0);
|
||||
Scribe_Values.Look(ref hasStarted, "hasStarted", false);
|
||||
Scribe_Values.Look(ref hasCompleted, "hasCompleted", false);
|
||||
}
|
||||
|
||||
// 创建EnergyLance的静态方法
|
||||
public static EnergyLance MakeEnergyLance(ThingDef energyLanceDef, IntVec3 start, IntVec3 end, Map map,
|
||||
float distance = 15f, bool fixedDistance = true, int duration = 600, Pawn instigatorPawn = null)
|
||||
{
|
||||
EnergyLance energyLance = (EnergyLance)ThingMaker.MakeThing(energyLanceDef);
|
||||
energyLance.startPosition = start;
|
||||
energyLance.endPosition = end;
|
||||
energyLance.moveDistance = distance;
|
||||
energyLance.useFixedDistance = fixedDistance;
|
||||
energyLance.durationTicks = duration;
|
||||
energyLance.instigator = instigatorPawn;
|
||||
|
||||
GenSpawn.Spawn(energyLance, start, map);
|
||||
|
||||
Log.Message($"[EnergyLance] Created {energyLanceDef.defName} from {start} to {end}");
|
||||
return energyLance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,18 +5,13 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public class EnergyLanceExtension : DefModExtension
|
||||
{
|
||||
// 伤害类型配置
|
||||
public DamageDef damageDef = DamageDefOf.Flame; // 伤害类型,默认为火焰伤害
|
||||
public bool applyDamageToCorpses = true; // 是否对尸体造成伤害
|
||||
public bool igniteFires = true; // 是否点燃火焰
|
||||
public float fireIgniteChance = 0.8f; // 点燃火焰的概率
|
||||
// 移动平滑配置
|
||||
public float moveSmoothing = 0.1f; // 移动平滑度 (0-1),值越小越平滑
|
||||
public int moteSpawnInterval = 3; // Mote生成间隔,值越大密度越低
|
||||
public float moteScale = 0.8f; // Mote缩放比例
|
||||
|
||||
// 伤害量配置
|
||||
public IntRange damageAmountRange = new IntRange(65, 100); // 对生物的伤害范围
|
||||
public IntRange corpseDamageAmountRange = new IntRange(5, 10); // 对尸体的伤害范围
|
||||
|
||||
// 视觉效果配置
|
||||
public ThingDef moteDef; // 使用的Mote类型
|
||||
public SoundDef impactSound; // 撞击音效
|
||||
// 伤害配置
|
||||
public int firesPerTick = 4;
|
||||
public float effectRadius = 15f;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user