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@@ -342,25 +342,22 @@ namespace WulaFallenEmpire
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}
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}
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}
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// 绘制单个选项
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// 绘制单个选项 - 增强版本(修复版本)
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private void DrawSingleOption(Rect rect, EventOption option)
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{
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string reason;
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bool conditionsMet = AreConditionsMet(option.conditions, out reason);
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// 水平居中选项
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float optionWidth = Mathf.Min(rect.width, Config.optionSize.x * (rect.width / Config.windowSize.x));
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float optionX = rect.x + (rect.width - optionWidth) / 2;
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Rect optionRect = new Rect(optionX, rect.y, optionWidth, rect.height);
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if (conditionsMet)
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{
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// 保存原始颜色状态
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// 保存原始状态
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Color originalColor = GUI.color;
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GameFont originalFont = Text.Font;
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Color originalTextColor = GUI.contentColor;
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TextAnchor originalAnchor = Text.Anchor;
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try
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{
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// 应用自定义颜色
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@@ -368,6 +365,8 @@ namespace WulaFallenEmpire
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{
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ApplyOptionColors(option, optionRect);
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}
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// 设置文本居中
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Text.Anchor = TextAnchor.MiddleCenter;
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if (Widgets.ButtonText(optionRect, option.label))
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{
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@@ -376,44 +375,57 @@ namespace WulaFallenEmpire
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}
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finally
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{
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// 恢复原始颜色状态
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// 恢复原始状态
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GUI.color = originalColor;
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Text.Font = originalFont;
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GUI.contentColor = originalTextColor;
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Text.Anchor = originalAnchor;
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}
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}
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else
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{
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// 禁用状态的选项
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// 禁用状态的选项 - 修复版本
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Color originalColor = GUI.color;
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GameFont originalFont = Text.Font;
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Color originalTextColor = GUI.contentColor;
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TextAnchor originalAnchor = Text.Anchor;
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try
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{
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// 应用禁用状态的自定义颜色
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if (option.useCustomColors && option.disabledColor.HasValue)
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// 设置禁用状态的颜色
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GUI.color = new Color(0.85f, 0.85f, 0.85f, 1f);
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GUI.contentColor = new Color(0.85f, 0.85f, 0.85f, 1f);
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Text.Font = GameFont.Small;
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// 修复:使用正确的 DrawBoxSolid 方法
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Widgets.DrawBoxSolid(optionRect, new Color(0.2f, 0.2f, 0.2f, 0.3f));
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Widgets.DrawBox(optionRect);
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// 设置文本居中
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Text.Anchor = TextAnchor.MiddleCenter;
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// 绘制居中的文本
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Rect textRect = optionRect.ContractedBy(4f);
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Widgets.Label(textRect, option.label);
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// 可选:在文本上添加删除线效果
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if (Config.drawBorders)
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{
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GUI.color = option.disabledColor.Value;
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// 修复:使用正确的 DrawLine 方法
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Widgets.DrawLine(
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new Vector2(textRect.x, textRect.center.y),
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new Vector2(textRect.xMax, textRect.center.y),
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Color.gray,
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1f
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);
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}
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if (option.useCustomColors && option.textDisabledColor.HasValue)
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{
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GUI.contentColor = option.textDisabledColor.Value;
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}
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Widgets.ButtonText(optionRect, option.label, false, true, false);
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TooltipHandler.TipRegion(optionRect, GetDisabledReason(option, reason));
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}
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finally
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{
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// 恢复原始颜色状态
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// 恢复原始状态
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GUI.color = originalColor;
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Text.Font = originalFont;
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GUI.contentColor = originalTextColor;
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Text.Anchor = originalAnchor;
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}
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}
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}
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// 应用选项颜色
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private void ApplyOptionColors(EventOption option, Rect rect)
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{
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@@ -17,6 +17,11 @@ namespace WulaFallenEmpire
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// 存储每个伴飞的缩放和遮罩数据
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private Dictionary<FlyOver, EscortVisualData> escortVisualData = new Dictionary<FlyOver, EscortVisualData>();
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// 新增:伴飞ID映射,用于解决存档加载时的引用问题
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private Dictionary<int, EscortVisualData> escortDataByID = new Dictionary<int, EscortVisualData>();
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private List<int> escortIDs = new List<int>();
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private List<EscortVisualData> escortDataList = new List<EscortVisualData>();
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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@@ -76,7 +81,18 @@ namespace WulaFallenEmpire
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{
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FlyOver removedEscort = activeEscorts[i];
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activeEscorts.RemoveAt(i);
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escortVisualData.Remove(removedEscort);
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// 从两个字典中都移除
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if (escortVisualData.ContainsKey(removedEscort))
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{
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escortVisualData.Remove(removedEscort);
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}
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int escortID = GetEscortID(removedEscort);
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if (escortDataByID.ContainsKey(escortID))
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{
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escortDataByID.Remove(escortID);
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}
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}
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}
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}
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@@ -114,6 +130,11 @@ namespace WulaFallenEmpire
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{
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activeEscorts.Add(escort);
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escortVisualData[escort] = visualData;
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// 添加到ID映射
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int escortID = GetEscortID(escort);
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escortDataByID[escortID] = visualData;
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successfulSpawns++;
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Log.Message($"Spawned escort #{successfulSpawns} for FlyOver at {mainFlyOver.DrawPos}, scale: {visualData.scale:F2}, maskAlpha: {visualData.heightMaskAlpha:F2}");
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@@ -452,40 +473,109 @@ namespace WulaFallenEmpire
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}
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activeEscorts.Clear();
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escortVisualData.Clear();
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escortDataByID.Clear();
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}
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}
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// 新增:获取伴飞的唯一ID
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private int GetEscortID(FlyOver escort)
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{
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return escort?.thingIDNumber ?? 0;
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}
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// 修复的序列化方法
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref ticksUntilNextSpawn, "ticksUntilNextSpawn", 0f);
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Scribe_Collections.Look(ref activeEscorts, "activeEscorts", LookMode.Reference);
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Scribe_Values.Look(ref hasInitialized, "hasInitialized", false);
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// 保存视觉数据(如果需要)
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// 修复:使用ID映射来保存和恢复视觉数据
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if (Scribe.mode == LoadSaveMode.Saving)
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{
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List<FlyOver> keys = new List<FlyOver>(escortVisualData.Keys);
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List<EscortVisualData> values = new List<EscortVisualData>(escortVisualData.Values);
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Scribe_Collections.Look(ref keys, "escortKeys", LookMode.Reference);
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Scribe_Collections.Look(ref values, "escortValues", LookMode.Deep);
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// 保存时,将视觉数据转换为ID映射
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escortIDs.Clear();
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escortDataList.Clear();
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escortDataByID.Clear();
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foreach (var kvp in escortVisualData)
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{
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if (kvp.Key != null && !kvp.Key.Destroyed)
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{
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int escortID = GetEscortID(kvp.Key);
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escortIDs.Add(escortID);
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escortDataList.Add(kvp.Value);
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escortDataByID[escortID] = kvp.Value;
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}
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}
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Scribe_Collections.Look(ref escortIDs, "escortIDs", LookMode.Value);
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Scribe_Collections.Look(ref escortDataList, "escortDataList", LookMode.Deep);
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}
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else if (Scribe.mode == LoadSaveMode.LoadingVars)
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{
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List<FlyOver> keys = new List<FlyOver>();
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List<EscortVisualData> values = new List<EscortVisualData>();
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Scribe_Collections.Look(ref keys, "escortKeys", LookMode.Reference);
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Scribe_Collections.Look(ref values, "escortValues", LookMode.Deep);
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// 加载时,先清空现有数据
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escortVisualData.Clear();
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escortDataByID.Clear();
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if (keys != null && values != null && keys.Count == values.Count)
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// 加载ID和视觉数据列表
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Scribe_Collections.Look(ref escortIDs, "escortIDs", LookMode.Value);
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Scribe_Collections.Look(ref escortDataList, "escortDataList", LookMode.Deep);
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// 重建ID映射
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if (escortIDs != null && escortDataList != null && escortIDs.Count == escortDataList.Count)
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{
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escortVisualData.Clear();
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for (int i = 0; i < keys.Count; i++)
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for (int i = 0; i < escortIDs.Count; i++)
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{
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escortVisualData[keys[i]] = values[i];
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escortDataByID[escortIDs[i]] = escortDataList[i];
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}
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}
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Log.Message($"Loaded escort visual data: {escortDataByID.Count} entries");
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}
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else if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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// 在PostLoadInit阶段重建视觉数据字典
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RebuildEscortVisualData();
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}
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}
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// 新增:重建伴飞视觉数据字典
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private void RebuildEscortVisualData()
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{
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escortVisualData.Clear();
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foreach (var escort in activeEscorts)
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{
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if (escort != null && !escort.Destroyed)
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{
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int escortID = GetEscortID(escort);
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if (escortDataByID.TryGetValue(escortID, out var visualData))
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{
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// 恢复保存的视觉数据
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escortVisualData[escort] = visualData;
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// 重新设置伴飞的缩放
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escort.escortScale = visualData.scale;
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Log.Message($"Rebuilt visual data for escort {escortID}: scale={visualData.scale:F2}");
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}
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else
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{
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// 如果没有保存的数据,重新生成
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var newVisualData = GenerateEscortVisualData();
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escortVisualData[escort] = newVisualData;
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escort.escortScale = newVisualData.scale;
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Log.Message($"Regenerated visual data for escort {escortID}: scale={newVisualData.scale:F2}");
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}
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}
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}
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Log.Message($"Rebuilt escort visual data: {escortVisualData.Count} escorts");
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}
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// 公共方法:强制生成伴飞
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@@ -1,7 +1,7 @@
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using HarmonyLib;
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using RimWorld;
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using System.Linq;
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using System.Reflection;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Verse;
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@@ -10,35 +10,71 @@ namespace WulaFallenEmpire.HarmonyPatches
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[HarmonyPatch(typeof(Projectile), "CheckForFreeInterceptBetween")]
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public static class Projectile_CheckForFreeInterceptBetween_Patch
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{
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private static readonly MethodInfo ImpactMethod = AccessTools.Method(typeof(Projectile), "Impact");
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public static bool Prefix(Projectile __instance, Vector3 lastExactPos, Vector3 newExactPos)
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{
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if (__instance.Map == null || __instance.Destroyed) return true;
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foreach (Pawn pawn in __instance.Map.mapPawns.AllPawnsSpawned)
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try
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{
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if (pawn.apparel != null)
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if (__instance == null || __instance.Map == null || __instance.Destroyed || !__instance.Spawned)
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return true;
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var map = __instance.Map;
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var pawns = map.mapPawns?.AllPawnsSpawned;
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if (pawns == null) return true;
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foreach (Pawn pawn in pawns)
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{
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if (pawn == null || !pawn.Spawned || pawn.Dead || pawn.Downed || pawn.apparel == null)
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continue;
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foreach (Apparel apparel in pawn.apparel.WornApparel)
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{
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if (apparel.TryGetComp<CompApparelInterceptor>(out var interceptor))
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if (apparel?.TryGetComp<CompApparelInterceptor>() is CompApparelInterceptor interceptor)
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{
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if (interceptor.TryIntercept(__instance, lastExactPos, newExactPos))
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try
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{
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// Directly destroy the projectile instead of calling Impact via reflection.
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// This is cleaner and avoids the NRE that happens when the game engine
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// continues to process a projectile that was destroyed mid-tick.
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__instance.Destroy(DestroyMode.Vanish);
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return false; // Prevent original method from running.
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if (interceptor.TryIntercept(__instance, lastExactPos, newExactPos))
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{
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// 简单直接:立即销毁子弹
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if (!__instance.Destroyed && __instance.Spawned)
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{
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__instance.Destroy(DestroyMode.Vanish);
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}
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return false;
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}
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}
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catch (Exception ex)
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{
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Log.Warning($"[Interceptor] Error: {ex.Message}");
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}
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}
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}
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}
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}
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return true;
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return true;
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}
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catch (Exception ex)
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{
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Log.Error($"[Interceptor] Critical error: {ex}");
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return true;
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}
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}
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}
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}
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[HarmonyPatch(typeof(Projectile), "Tick")]
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public static class Projectile_Tick_Patch
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{
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public static bool Prefix(Projectile __instance)
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{
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return __instance != null && !__instance.Destroyed && __instance.Spawned;
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}
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}
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[HarmonyPatch(typeof(Projectile), "TickInterval")]
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public static class Projectile_TickInterval_Patch
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{
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public static bool Prefix(Projectile __instance, int delta)
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{
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return __instance != null && !__instance.Destroyed && __instance.Spawned;
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}
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}
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}
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@@ -61,36 +61,54 @@ namespace WulaFallenEmpire
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public int currentHitPoints = -1;
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private int ticksToReset;
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private int activatedTick = -999999;
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// 视觉效果变量
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private bool initialized = false; // 添加初始化标志
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// 视觉效果变量
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private float lastInterceptAngle;
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private bool drawInterceptCone;
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// 静态资源
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private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
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private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
|
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private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
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private static readonly Color InactiveColor = new Color(0.2f, 0.2f, 0.2f);
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// 属性
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public CompProperties_ApparelInterceptor Props => (CompProperties_ApparelInterceptor)props;
|
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private Pawn PawnOwner => (parent as Apparel)?.Wearer;
|
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// 修复:确保组件完全初始化的方法
|
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private void EnsureInitialized()
|
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{
|
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if (initialized) return;
|
||||
|
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if (stunner == null)
|
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stunner = new StunHandler(parent);
|
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if (currentHitPoints == -1)
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currentHitPoints = Props.startupDelay > 0 ? 0 : HitPointsMax;
|
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|
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initialized = true;
|
||||
}
|
||||
// 修复:安全的 Active 属性
|
||||
public bool Active
|
||||
{
|
||||
get
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||||
{
|
||||
EnsureInitialized();
|
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if (PawnOwner == null || !PawnOwner.Spawned) return false;
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||||
if (OnCooldown || Charging || stunner.Stunned || shutDown || currentHitPoints <= 0) return false;
|
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if (Props.activated && Find.TickManager.TicksGame > activatedTick + Props.activeDuration) return false;
|
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|
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// 修复:添加额外的 null 检查
|
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if (stunner == null || OnCooldown || Charging || (stunner != null && stunner.Stunned) || shutDown || currentHitPoints <= 0)
|
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return false;
|
||||
|
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if (Props.activated && Find.TickManager.TicksGame > activatedTick + Props.activeDuration)
|
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return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
protected bool ShouldDisplay
|
||||
{
|
||||
get
|
||||
{
|
||||
EnsureInitialized();
|
||||
if (PawnOwner == null || !PawnOwner.Spawned || PawnOwner.Dead || PawnOwner.Downed || !Active)
|
||||
{
|
||||
return false;
|
||||
@@ -106,29 +124,22 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool OnCooldown => ticksToReset > 0;
|
||||
public bool Charging => startedChargingTick >= 0 && Find.TickManager.TicksGame < startedChargingTick + Props.startupDelay;
|
||||
public int CooldownTicksLeft => ticksToReset;
|
||||
public int ChargingTicksLeft => (startedChargingTick < 0) ? 0 : Mathf.Max(startedChargingTick + Props.startupDelay - Find.TickManager.TicksGame, 0);
|
||||
public int HitPointsMax => Props.hitPoints;
|
||||
protected virtual int HitPointsPerInterval => 1;
|
||||
|
||||
public override void PostPostMake()
|
||||
{
|
||||
base.PostPostMake();
|
||||
stunner = new StunHandler(parent);
|
||||
EnsureInitialized();
|
||||
|
||||
if (Props.startupDelay > 0)
|
||||
{
|
||||
startedChargingTick = Find.TickManager.TicksGame;
|
||||
currentHitPoints = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentHitPoints = HitPointsMax;
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
@@ -138,186 +149,228 @@ namespace WulaFallenEmpire
|
||||
Scribe_Values.Look(ref currentHitPoints, "currentHitPoints", -1);
|
||||
Scribe_Values.Look(ref ticksToReset, "ticksToReset", 0);
|
||||
Scribe_Values.Look(ref activatedTick, "activatedTick", -999999);
|
||||
Scribe_Values.Look(ref initialized, "initialized", false);
|
||||
Scribe_Deep.Look(ref stunner, "stunner", parent);
|
||||
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
if (stunner == null) stunner = new StunHandler(parent);
|
||||
if (currentHitPoints == -1) currentHitPoints = HitPointsMax;
|
||||
// 强制重新初始化
|
||||
initialized = false;
|
||||
EnsureInitialized();
|
||||
}
|
||||
}
|
||||
|
||||
// 在 CompApparelInterceptor 类中修改 TryIntercept 方法
|
||||
public bool TryIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
|
||||
{
|
||||
if (PawnOwner == null || !PawnOwner.Spawned || !Active)
|
||||
try
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!GenGeo.IntersectLineCircleOutline(PawnOwner.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!InterceptsProjectile(Props, projectile))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isHostile = (projectile.Launcher != null && projectile.Launcher.HostileTo(PawnOwner)) || (projectile.Launcher == null && Props.interceptNonHostileProjectiles);
|
||||
if (!isHostile)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// --- Interception Success ---
|
||||
lastInterceptAngle = projectile.ExactPosition.AngleToFlat(PawnOwner.TrueCenter());
|
||||
lastInterceptTicks = Find.TickManager.TicksGame;
|
||||
drawInterceptCone = true;
|
||||
if (Props.soundInterceptEffecter != null) Props.soundInterceptEffecter.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
|
||||
|
||||
if (projectile.DamageDef == DamageDefOf.EMP && !Props.isImmuneToEMP)
|
||||
{
|
||||
BreakShieldEmp(new DamageInfo(projectile.DamageDef, projectile.DamageAmount, instigator: projectile.Launcher));
|
||||
}
|
||||
else if (HitPointsMax > 0)
|
||||
{
|
||||
currentHitPoints -= projectile.DamageAmount;
|
||||
if (currentHitPoints <= 0)
|
||||
EnsureInitialized();
|
||||
// 更严格的防御性检查
|
||||
if (PawnOwner == null || !PawnOwner.Spawned || PawnOwner.Dead || PawnOwner.Downed)
|
||||
return false;
|
||||
if (projectile == null || projectile.Destroyed || !projectile.Spawned)
|
||||
return false;
|
||||
if (!Active)
|
||||
return false;
|
||||
// 检查地图匹配
|
||||
if (PawnOwner.Map == null || projectile.Map == null || PawnOwner.Map != projectile.Map)
|
||||
return false;
|
||||
// 检查位置有效性
|
||||
Vector2 pawnPos = PawnOwner.Position.ToVector2();
|
||||
Vector2 lastPos = lastExactPos.ToVector2();
|
||||
Vector2 newPos = newExactPos.ToVector2();
|
||||
if (!GenGeo.IntersectLineCircleOutline(pawnPos, Props.radius, lastPos, newPos))
|
||||
return false;
|
||||
if (!InterceptsProjectile(Props, projectile))
|
||||
return false;
|
||||
bool isHostile = (projectile.Launcher != null && projectile.Launcher.HostileTo(PawnOwner)) ||
|
||||
(projectile.Launcher == null && Props.interceptNonHostileProjectiles);
|
||||
if (!isHostile)
|
||||
return false;
|
||||
// --- Interception Success ---
|
||||
try
|
||||
{
|
||||
BreakShieldHitpoints(new DamageInfo(projectile.DamageDef, projectile.DamageAmount, instigator: projectile.Launcher));
|
||||
lastInterceptAngle = projectile.ExactPosition.AngleToFlat(PawnOwner.TrueCenter());
|
||||
lastInterceptTicks = Find.TickManager.TicksGame;
|
||||
drawInterceptCone = true;
|
||||
if (Props.soundInterceptEffecter != null && PawnOwner.Map != null)
|
||||
{
|
||||
var effecter = Props.soundInterceptEffecter.Spawn(PawnOwner.Position, PawnOwner.Map);
|
||||
if (effecter != null)
|
||||
effecter.Cleanup();
|
||||
}
|
||||
// 处理伤害
|
||||
if (projectile.DamageDef == DamageDefOf.EMP && !Props.isImmuneToEMP)
|
||||
{
|
||||
BreakShieldEmp(new DamageInfo(projectile.DamageDef, projectile.DamageAmount, instigator: projectile.Launcher));
|
||||
}
|
||||
else if (HitPointsMax > 0)
|
||||
{
|
||||
currentHitPoints = Mathf.Max(0, currentHitPoints - projectile.DamageAmount);
|
||||
if (currentHitPoints <= 0)
|
||||
{
|
||||
BreakShieldHitpoints(new DamageInfo(projectile.DamageDef, projectile.DamageAmount, instigator: projectile.Launcher));
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Warning($"[CompApparelInterceptor] Error during interception effects: {ex.Message}");
|
||||
return true; // 即使效果出错,仍然返回拦截成功
|
||||
}
|
||||
}
|
||||
return true;
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Warning($"[CompApparelInterceptor] Critical error in TryIntercept: {ex.Message}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
if (PawnOwner == null || !PawnOwner.Spawned) return;
|
||||
try
|
||||
{
|
||||
base.CompTick();
|
||||
EnsureInitialized();
|
||||
|
||||
stunner.StunHandlerTick();
|
||||
|
||||
if (OnCooldown)
|
||||
{
|
||||
ticksToReset--;
|
||||
if (ticksToReset <= 0) Reset();
|
||||
if (PawnOwner == null || !PawnOwner.Spawned) return;
|
||||
// 防御性检查
|
||||
if (stunner != null)
|
||||
stunner.StunHandlerTick();
|
||||
if (OnCooldown)
|
||||
{
|
||||
ticksToReset--;
|
||||
if (ticksToReset <= 0) Reset();
|
||||
}
|
||||
else if (Charging)
|
||||
{
|
||||
// Charging logic handled by property
|
||||
}
|
||||
else if (currentHitPoints < HitPointsMax && parent.IsHashIntervalTick(Props.rechargeHitPointsIntervalTicks))
|
||||
{
|
||||
currentHitPoints = Mathf.Clamp(currentHitPoints + HitPointsPerInterval, 0, HitPointsMax);
|
||||
}
|
||||
if (Props.activeSound != null)
|
||||
{
|
||||
if (Active && (sustainer == null || sustainer.Ended))
|
||||
sustainer = Props.activeSound.TrySpawnSustainer(SoundInfo.InMap(parent));
|
||||
sustainer?.Maintain();
|
||||
if (!Active && sustainer != null && !sustainer.Ended)
|
||||
sustainer.End();
|
||||
}
|
||||
}
|
||||
else if (Charging)
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
// Charging logic handled by property
|
||||
}
|
||||
else if (currentHitPoints < HitPointsMax && parent.IsHashIntervalTick(Props.rechargeHitPointsIntervalTicks))
|
||||
{
|
||||
currentHitPoints = Mathf.Clamp(currentHitPoints + HitPointsPerInterval, 0, HitPointsMax);
|
||||
}
|
||||
|
||||
if (Props.activeSound != null)
|
||||
{
|
||||
if (Active && (sustainer == null || sustainer.Ended)) sustainer = Props.activeSound.TrySpawnSustainer(SoundInfo.InMap(parent));
|
||||
sustainer?.Maintain();
|
||||
if (!Active && sustainer != null && !sustainer.Ended) sustainer.End();
|
||||
Log.Warning($"[CompApparelInterceptor] Error in CompTick: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
if (PawnOwner.Spawned) Props.reactivateEffect?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
|
||||
if (PawnOwner != null && PawnOwner.Spawned && PawnOwner.Map != null)
|
||||
Props.reactivateEffect?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
|
||||
|
||||
currentHitPoints = HitPointsMax;
|
||||
ticksToReset = 0;
|
||||
}
|
||||
|
||||
private void BreakShieldHitpoints(DamageInfo dinfo)
|
||||
{
|
||||
if (PawnOwner.Spawned)
|
||||
if (PawnOwner != null && PawnOwner.Spawned && PawnOwner.MapHeld != null)
|
||||
{
|
||||
if (Props.soundBreakEffecter != null) Props.soundBreakEffecter.SpawnAttached(PawnOwner, PawnOwner.MapHeld, Props.radius).Cleanup();
|
||||
if (Props.soundBreakEffecter != null)
|
||||
Props.soundBreakEffecter.SpawnAttached(PawnOwner, PawnOwner.MapHeld, Props.radius).Cleanup();
|
||||
}
|
||||
currentHitPoints = 0;
|
||||
ticksToReset = Props.rechargeDelay;
|
||||
}
|
||||
|
||||
private void BreakShieldEmp(DamageInfo dinfo)
|
||||
{
|
||||
BreakShieldHitpoints(dinfo);
|
||||
if (Props.disarmedByEmpForTicks > 0) stunner.Notify_DamageApplied(new DamageInfo(DamageDefOf.EMP, (float)Props.disarmedByEmpForTicks / 30f));
|
||||
if (Props.disarmedByEmpForTicks > 0 && stunner != null)
|
||||
stunner.Notify_DamageApplied(new DamageInfo(DamageDefOf.EMP, (float)Props.disarmedByEmpForTicks / 30f));
|
||||
}
|
||||
|
||||
public static bool InterceptsProjectile(CompProperties_ApparelInterceptor props, Projectile projectile)
|
||||
{
|
||||
if (projectile.def.projectile.flyOverhead) return props.interceptAirProjectiles;
|
||||
if (projectile == null || projectile.def == null || projectile.def.projectile == null)
|
||||
return false;
|
||||
|
||||
if (projectile.def.projectile.flyOverhead)
|
||||
return props.interceptAirProjectiles;
|
||||
return props.interceptGroundProjectiles;
|
||||
}
|
||||
|
||||
// --- DRAWING LOGIC ---
|
||||
public override void CompDrawWornExtras()
|
||||
{
|
||||
base.CompDrawWornExtras();
|
||||
if (PawnOwner == null || !PawnOwner.Spawned || !ShouldDisplay) return;
|
||||
|
||||
Vector3 drawPos = PawnOwner.Drawer.DrawPos;
|
||||
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
|
||||
|
||||
float alpha = GetCurrentAlpha();
|
||||
if (alpha > 0f)
|
||||
try
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= alpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(Props.radius * 2f * 1.1601562f, 1f, Props.radius * 2f * 1.1601562f));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
|
||||
base.CompDrawWornExtras();
|
||||
EnsureInitialized();
|
||||
|
||||
if (PawnOwner == null || !PawnOwner.Spawned || !ShouldDisplay) return;
|
||||
Vector3 drawPos = PawnOwner.Drawer?.DrawPos ?? PawnOwner.Position.ToVector3Shifted();
|
||||
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
|
||||
float alpha = GetCurrentAlpha();
|
||||
if (alpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= alpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(Props.radius * 2f * 1.1601562f, 1f, Props.radius * 2f * 1.1601562f));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
float coneAlpha = GetCurrentConeAlpha_RecentlyIntercepted();
|
||||
if (coneAlpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= coneAlpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(Props.radius * 2f, 1f, Props.radius * 2f));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
}
|
||||
|
||||
float coneAlpha = GetCurrentConeAlpha_RecentlyIntercepted();
|
||||
if (coneAlpha > 0f)
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= coneAlpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(Props.radius * 2f, 1f, Props.radius * 2f));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
|
||||
Log.Warning($"[CompApparelInterceptor] Error in CompDrawWornExtras: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private float GetCurrentAlpha()
|
||||
{
|
||||
float idleAlpha = Mathf.Lerp(0.3f, 0.6f, (Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
|
||||
float interceptAlpha = Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f);
|
||||
return Mathf.Max(idleAlpha, interceptAlpha);
|
||||
}
|
||||
|
||||
private float GetCurrentConeAlpha_RecentlyIntercepted()
|
||||
{
|
||||
if (!drawInterceptCone) return 0f;
|
||||
return Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f) * 0.82f;
|
||||
}
|
||||
|
||||
// --- GIZMO ---
|
||||
public override IEnumerable<Gizmo> CompGetWornGizmosExtra()
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
if (PawnOwner != null && Find.Selector.SingleSelectedThing == PawnOwner)
|
||||
{
|
||||
yield return new Gizmo_EnergyShieldStatus { shield = this };
|
||||
}
|
||||
}
|
||||
|
||||
public override string CompInspectStringExtra()
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
if (OnCooldown)
|
||||
{
|
||||
sb.Append("Cooldown: " + CooldownTicksLeft.ToStringTicksToPeriod());
|
||||
}
|
||||
else if (stunner.Stunned)
|
||||
else if (stunner != null && stunner.Stunned)
|
||||
{
|
||||
sb.Append("EMP Shutdown: " + stunner.StunTicksLeft.ToStringTicksToPeriod());
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
[StaticConstructorOnStartup]
|
||||
public class Gizmo_EnergyShieldStatus : Gizmo
|
||||
{
|
||||
|
||||
@@ -157,8 +157,7 @@ namespace WulaFallenEmpire
|
||||
Messages.Message("WULA_DataPackCompMissing".Translate(), parent, MessageTypeDefOf.RejectInput);
|
||||
}
|
||||
}
|
||||
|
||||
// 吸收数据包方法 - 现在会吸收所有附近的数据包并处理溢出
|
||||
// 吸收数据包方法 - 修复版本
|
||||
private void AbsorbDataPack()
|
||||
{
|
||||
if (Props.dataPackDef == null)
|
||||
@@ -166,7 +165,6 @@ namespace WulaFallenEmpire
|
||||
Messages.Message("WULA_NoDataPackDef".Translate(), parent, MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 查找附近的所有数据包
|
||||
List<Thing> dataPacks = FindNearbyDataPacks();
|
||||
if (dataPacks.Count == 0)
|
||||
@@ -174,96 +172,134 @@ namespace WulaFallenEmpire
|
||||
Messages.Message("WULA_NoDataPackNearby".Translate(), parent, MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 计算总可吸收经验
|
||||
float totalExperienceToAbsorb = 0f;
|
||||
float totalExperienceAvailable = 0f;
|
||||
foreach (Thing dataPack in dataPacks)
|
||||
{
|
||||
CompExperienceDataPack dataPackComp = dataPack.TryGetComp<CompExperienceDataPack>();
|
||||
if (dataPackComp != null && dataPackComp.storedExperience > 0)
|
||||
{
|
||||
totalExperienceToAbsorb += dataPackComp.storedExperience;
|
||||
totalExperienceAvailable += dataPackComp.storedExperience;
|
||||
}
|
||||
}
|
||||
|
||||
if (totalExperienceToAbsorb <= 0)
|
||||
if (totalExperienceAvailable <= 0)
|
||||
{
|
||||
Messages.Message("WULA_DataPackEmpty".Translate(), parent, MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 计算实际可吸收的经验(不超过最大阈值)
|
||||
float actualExperienceToAbsorb;
|
||||
float overflowFromAbsorption = 0f;
|
||||
|
||||
if (HasReachedMaxQuality)
|
||||
// 计算实际需要的经验(如果未达到最大品质)
|
||||
float experienceNeeded = 0f;
|
||||
if (!HasReachedMaxQuality)
|
||||
{
|
||||
// 如果已经达到最大品质,所有吸收的经验都算作溢出
|
||||
actualExperienceToAbsorb = 0f;
|
||||
overflowFromAbsorption = totalExperienceToAbsorb;
|
||||
}
|
||||
else
|
||||
{
|
||||
float remainingToMax = MaxExperienceThreshold - currentExperience;
|
||||
if (totalExperienceToAbsorb <= remainingToMax)
|
||||
{
|
||||
// 可以完全吸收
|
||||
actualExperienceToAbsorb = totalExperienceToAbsorb;
|
||||
overflowFromAbsorption = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 只能吸收部分,其余溢出
|
||||
actualExperienceToAbsorb = remainingToMax;
|
||||
overflowFromAbsorption = totalExperienceToAbsorb - remainingToMax;
|
||||
}
|
||||
experienceNeeded = MaxExperienceThreshold - currentExperience;
|
||||
}
|
||||
// 实际吸收的经验量(不超过需要的经验)
|
||||
float actualExperienceToAbsorb = Mathf.Min(totalExperienceAvailable, experienceNeeded);
|
||||
|
||||
// 应用吸收
|
||||
currentExperience += actualExperienceToAbsorb;
|
||||
overflowExperience += overflowFromAbsorption;
|
||||
|
||||
// 销毁所有被吸收的数据包
|
||||
foreach (Thing dataPack in dataPacks)
|
||||
{
|
||||
dataPack.Destroy();
|
||||
}
|
||||
|
||||
// 检查升级
|
||||
// 剩余的经验(留在数据包中)
|
||||
float remainingExperience = totalExperienceAvailable - actualExperienceToAbsorb;
|
||||
// 应用吸收的经验
|
||||
if (actualExperienceToAbsorb > 0)
|
||||
{
|
||||
CheckForQualityUpgrade();
|
||||
currentExperience += actualExperienceToAbsorb;
|
||||
CheckForQualityUpgrade(); // 检查升级
|
||||
}
|
||||
// 处理剩余的经验 - 更新数据包而不是创建新的
|
||||
ProcessRemainingExperience(dataPacks, remainingExperience);
|
||||
// 发送消息 - 修复阵营检查
|
||||
SendAbsorptionMessage(actualExperienceToAbsorb, remainingExperience);
|
||||
|
||||
// 处理溢出经验 - 如果吸收后有溢出,自动创建一个新的数据包
|
||||
if (overflowFromAbsorption > 0)
|
||||
Log.Message($"[ExperienceCore] {parent.Label} absorbed {actualExperienceToAbsorb} experience, remaining: {remainingExperience}, current: {currentExperience}");
|
||||
}
|
||||
// 处理剩余的经验 - 更新现有数据包
|
||||
private void ProcessRemainingExperience(List<Thing> dataPacks, float remainingExperience)
|
||||
{
|
||||
if (remainingExperience <= 0)
|
||||
{
|
||||
CreateOverflowDataPack(overflowFromAbsorption);
|
||||
// 没有剩余经验,销毁所有数据包
|
||||
foreach (Thing dataPack in dataPacks)
|
||||
{
|
||||
dataPack.Destroy();
|
||||
}
|
||||
return;
|
||||
}
|
||||
// 有剩余经验,找到第一个数据包来存储剩余经验
|
||||
bool foundDataPackForRemaining = false;
|
||||
|
||||
// 发送消息
|
||||
foreach (Thing dataPack in dataPacks)
|
||||
{
|
||||
CompExperienceDataPack dataPackComp = dataPack.TryGetComp<CompExperienceDataPack>();
|
||||
if (dataPackComp != null)
|
||||
{
|
||||
if (!foundDataPackForRemaining)
|
||||
{
|
||||
// 使用第一个数据包存储剩余经验
|
||||
dataPackComp.storedExperience = remainingExperience;
|
||||
dataPackComp.sourceWeaponLabel = parent.Label + " (Remaining)";
|
||||
foundDataPackForRemaining = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 销毁其他数据包
|
||||
dataPack.Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 发送吸收消息 - 修复阵营检查
|
||||
private void SendAbsorptionMessage(float absorbedExperience, float remainingExperience)
|
||||
{
|
||||
// 检查是否应该显示消息给玩家
|
||||
bool shouldShowMessage = ShouldShowMessageToPlayer();
|
||||
|
||||
if (!shouldShowMessage) return;
|
||||
string messageText;
|
||||
if (actualExperienceToAbsorb > 0 && overflowFromAbsorption > 0)
|
||||
if (absorbedExperience > 0 && remainingExperience > 0)
|
||||
{
|
||||
messageText = "WULA_DataPackPartiallyAbsorbed".Translate(
|
||||
actualExperienceToAbsorb.ToString("F0"),
|
||||
overflowFromAbsorption.ToString("F0")
|
||||
absorbedExperience.ToString("F0"),
|
||||
remainingExperience.ToString("F0")
|
||||
);
|
||||
}
|
||||
else if (actualExperienceToAbsorb > 0)
|
||||
else if (absorbedExperience > 0)
|
||||
{
|
||||
messageText = "WULA_DataPackAbsorbed".Translate(actualExperienceToAbsorb.ToString("F0"));
|
||||
messageText = "WULA_DataPackAbsorbed".Translate(absorbedExperience.ToString("F0"));
|
||||
}
|
||||
else
|
||||
{
|
||||
messageText = "WULA_DataPackOverflowOnly".Translate(overflowFromAbsorption.ToString("F0"));
|
||||
messageText = "WULA_NoExperienceAbsorbed".Translate(remainingExperience.ToString("F0"));
|
||||
}
|
||||
|
||||
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} absorbed {actualExperienceToAbsorb} experience, overflow: {overflowFromAbsorption}, total: {currentExperience}, overflow total: {overflowExperience}");
|
||||
}
|
||||
|
||||
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
// 检查是否应该显示消息给玩家
|
||||
private bool ShouldShowMessageToPlayer()
|
||||
{
|
||||
// 如果武器被装备,检查装备者的阵营
|
||||
if (equippedPawn != null)
|
||||
{
|
||||
// 只有玩家阵营或者与玩家结盟的阵营才显示消息
|
||||
return equippedPawn.Faction == Faction.OfPlayer ||
|
||||
(equippedPawn.Faction != null && equippedPawn.Faction.PlayerRelationKind == FactionRelationKind.Ally);
|
||||
}
|
||||
|
||||
// 如果武器没有被装备,检查武器的持有者(比如在库存中)
|
||||
Pawn holder = parent.ParentHolder as Pawn;
|
||||
if (holder != null)
|
||||
{
|
||||
return holder.Faction == Faction.OfPlayer ||
|
||||
(holder.Faction != null && holder.Faction.PlayerRelationKind == FactionRelationKind.Ally);
|
||||
}
|
||||
|
||||
// 如果武器在地上,检查地图是否为玩家地图
|
||||
if (parent.Map != null)
|
||||
{
|
||||
return parent.Map.IsPlayerHome;
|
||||
}
|
||||
|
||||
// 默认不显示
|
||||
return false;
|
||||
}
|
||||
// 创建溢出数据包
|
||||
private void CreateOverflowDataPack(float overflowAmount)
|
||||
{
|
||||
@@ -443,13 +479,12 @@ namespace WulaFallenEmpire
|
||||
nextThreshold = NextThreshold; // 获取下一个阈值
|
||||
}
|
||||
}
|
||||
|
||||
private void UpgradeQuality(ExperienceThreshold threshold)
|
||||
{
|
||||
var oldQuality = currentQuality;
|
||||
currentQuality = threshold.quality;
|
||||
currentThresholdIndex++; // 移动到下一个阈值
|
||||
|
||||
|
||||
// 更新武器的品质组件
|
||||
var qualityComp = parent.TryGetComp<CompQuality>();
|
||||
if (qualityComp != null)
|
||||
@@ -462,23 +497,25 @@ namespace WulaFallenEmpire
|
||||
Log.Error($"[ExperienceCore] ERROR: {parent.Label} has no CompQuality component!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 发送升级消息
|
||||
string messageText;
|
||||
if (!threshold.messageKey.NullOrEmpty())
|
||||
|
||||
// 发送升级消息 - 添加阵营检查
|
||||
if (ShouldShowMessageToPlayer())
|
||||
{
|
||||
messageText = threshold.messageKey.Translate(parent.Label, threshold.quality.GetLabel());
|
||||
string messageText;
|
||||
if (!threshold.messageKey.NullOrEmpty())
|
||||
{
|
||||
messageText = threshold.messageKey.Translate(parent.Label, threshold.quality.GetLabel());
|
||||
}
|
||||
else
|
||||
{
|
||||
messageText = "WULA_WeaponUpgraded".Translate(parent.Label, threshold.quality.GetLabel());
|
||||
}
|
||||
|
||||
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
else
|
||||
{
|
||||
messageText = "WULA_WeaponUpgraded".Translate(parent.Label, threshold.quality.GetLabel());
|
||||
}
|
||||
|
||||
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} upgraded from {oldQuality} to {threshold.quality} at {currentExperience} experience");
|
||||
}
|
||||
|
||||
public override string CompInspectStringExtra()
|
||||
{
|
||||
if (!Props.showExperienceInfo)
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user