This commit is contained in:
2025-11-29 11:15:01 +08:00
parent 728d52259c
commit 14e018e312
13 changed files with 248 additions and 36 deletions

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@@ -422,6 +422,20 @@
<li>WULA_Colony_License_LV2_Technology</li> <li>WULA_Colony_License_LV2_Technology</li>
</prerequisites> </prerequisites>
</ResearchProjectDef> </ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>Wula_Mech_Mobile_Shield_Teleporter_Technology</defName>
<researchViewX>10.00</researchViewX>
<researchViewY>5.60</researchViewY>
<label>放射盾传送器许可</label>
<description>允许殖民地使用MSm-8"放射盾"内置的传送器,机械乌拉在其覆盖范围内,处于征召状态下进行常规移动时,会以瞬间传送代替步行。</description>
<baseCost>800</baseCost>
<hiddenPrerequisites>
<li>Wula_Mech_Mobile_Shield_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase"> <ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Mech_Mobile_Factory_Technology</defName> <defName>WULA_Mech_Mobile_Factory_Technology</defName>
<researchViewX>9.00</researchViewX> <researchViewX>9.00</researchViewX>

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@@ -43,7 +43,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>
@@ -155,7 +155,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>
@@ -230,7 +230,7 @@
<label>MSm-8"放射盾"</label> <label>MSm-8"放射盾"</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。建造好的信标可以收起或移至他处。\n\n放射盾是乌拉帝国的中型战争机械常被用于镇压异族聚居地的暴动。它形状非常奇怪根本分不出头在哪但是不要因此小瞧这个机械体——它能释放强大的立场盾在很大一片区域内反射大量炮火并且机体放射出来的辐射会严重地杀伤进入反射盾范围内的敌人。在相关许可开放后它甚至可以支持机械乌拉使用其内置的相位场进行区域传送。</description> <description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。建造好的信标可以收起或移至他处。\n\n放射盾是乌拉帝国的中型战争机械常被用于镇压异族聚居地的暴动。它形状非常奇怪根本分不出头在哪但是不要因此小瞧这个机械体——它能释放强大的立场盾在很大一片区域内反射大量炮火并且机体放射出来的辐射会严重地杀伤进入反射盾范围内的敌人。在相关许可开放后它甚至可以支持机械乌拉使用其内置的相位场进行区域传送。</description>
<uiIconPath>Wula/Things/WULA_Mobile_Shield/WULA_Mobile_Shield_Incoming</uiIconPath> <uiIconPath>Wula/Things/WULA_Mobile_Shield/WULA_Mobile_Shield_Incoming</uiIconPath>
<uiIconScale>1.33</uiIconScale> <uiIconScale>1</uiIconScale>
<uiIconOffset>(0, -0.1)</uiIconOffset> <uiIconOffset>(0, -0.1)</uiIconOffset>
<minifiedDef>MinifiedThing</minifiedDef> <minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType> <tickerType>Normal</tickerType>
@@ -267,7 +267,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>
@@ -372,7 +372,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>

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@@ -701,7 +701,7 @@
<WULA_Alloy>5000</WULA_Alloy> <WULA_Alloy>5000</WULA_Alloy>
</costList> </costList>
<castEdgeShadows>true</castEdgeShadows> <castEdgeShadows>true</castEdgeShadows>
<designationCategory>WULA_Buildings</designationCategory> <!-- <designationCategory>WULA_Buildings</designationCategory> -->
<tickerType>Normal</tickerType> <tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones> <canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable> <rotatable>true</rotatable>

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@@ -147,7 +147,7 @@
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded> <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases> <statBases>
<MaxHitPoints>500</MaxHitPoints> <MaxHitPoints>500</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>20</Mass> <Mass>20</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>
@@ -291,7 +291,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>
@@ -567,7 +567,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>
@@ -856,7 +856,7 @@
</researchPrerequisites> </researchPrerequisites>
<statBases> <statBases>
<MaxHitPoints>1</MaxHitPoints> <MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild> <WorkToBuild>0</WorkToBuild>
<Mass>1</Mass> <Mass>1</Mass>
<Flammability>0</Flammability> <Flammability>0</Flammability>
</statBases> </statBases>

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@@ -528,7 +528,7 @@
</apparel> </apparel>
<costList Inherit="False"> <costList Inherit="False">
<Cloth>300</Cloth> <Cloth>300</Cloth>
<Gold>100</Gold> <Gold>10</Gold>
</costList> </costList>
<statBases> <statBases>
<MaxHitPoints>500</MaxHitPoints> <MaxHitPoints>500</MaxHitPoints>
@@ -558,9 +558,10 @@
<ArmorRating_Heat>1</ArmorRating_Heat> <ArmorRating_Heat>1</ArmorRating_Heat>
<EquipDelay>3</EquipDelay> <EquipDelay>3</EquipDelay>
</statBases> </statBases>
<costStuffCount>250</costStuffCount> <costStuffCount>0</costStuffCount>
<costList Inherit="False"> <costList Inherit="False">
<ComponentSpacer>8</ComponentSpacer> <WULA_Alloy>100</WULA_Alloy>
<ComponentIndustrial>8</ComponentIndustrial>
</costList> </costList>
<apparel> <apparel>
<tags> <tags>
@@ -623,9 +624,10 @@
</tags> </tags>
<wornGraphicPath>Wula/Apparel/WULA_Assault_Troop_Helmet</wornGraphicPath> <wornGraphicPath>Wula/Apparel/WULA_Assault_Troop_Helmet</wornGraphicPath>
</apparel> </apparel>
<costStuffCount>50</costStuffCount> <costStuffCount>0</costStuffCount>
<costList Inherit="False"> <costList Inherit="False">
<ComponentSpacer>1</ComponentSpacer> <WULA_Alloy>30</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList> </costList>
</ThingDef> </ThingDef>
<ThingDef ParentName="WULA_ApparelArmorBase"> <ThingDef ParentName="WULA_ApparelArmorBase">

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@@ -1446,8 +1446,8 @@
<li Class="WulaFallenEmpire.CompProperties_AreaDamage"> <li Class="WulaFallenEmpire.CompProperties_AreaDamage">
<radius>15</radius> <radius>15</radius>
<damageIntervalTicks>30</damageIntervalTicks> <damageIntervalTicks>30</damageIntervalTicks>
<damageDef>Wula_Dark_Matter_Beam</damageDef> <damageDef>Flame</damageDef>
<damageAmount>15</damageAmount> <damageAmount>8</damageAmount>
<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity> <scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
<affectFriendly>false</affectFriendly> <affectFriendly>false</affectFriendly>
<affectNeutral>false</affectNeutral> <affectNeutral>false</affectNeutral>
@@ -1456,12 +1456,12 @@
<ignoreFactionRelations>false</ignoreFactionRelations> <ignoreFactionRelations>false</ignoreFactionRelations>
<startEnabled>false</startEnabled> <startEnabled>false</startEnabled>
<toggleLabel>热辐射</toggleLabel> <toggleLabel>热辐射</toggleLabel>
<toggleDescription>MSm-8"放射盾"可以打开外壳,蒸发胆敢靠近其的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription> <toggleDescription>MSm-8"放射盾"可以打开外壳,蒸发胆敢进入反射立场内的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription>
<toggleIconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</toggleIconPath> <toggleIconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</toggleIconPath>
</li> </li>
<!-- 区域传送组件 --> <!-- 区域传送组件 -->
<li Class="WulaFallenEmpire.CompProperties_AreaTeleporter"> <li Class="WulaFallenEmpire.CompProperties_AreaTeleporter">
<teleportRadius>20</teleportRadius> <teleportRadius>15</teleportRadius>
<stunTicks>60</stunTicks> <stunTicks>60</stunTicks>
<allowedRaces> <allowedRaces>
@@ -1472,6 +1472,9 @@
<entryEffecter>Skip_Entry</entryEffecter> <entryEffecter>Skip_Entry</entryEffecter>
<exitEffecter>Skip_Exit</exitEffecter> <exitEffecter>Skip_Exit</exitEffecter>
<teleportSound>Psycast_Skip_Entry</teleportSound> <teleportSound>Psycast_Skip_Entry</teleportSound>
<requireResearchToUse>true</requireResearchToUse>
<requiredResearch>Wula_Mech_Mobile_Shield_Teleporter_Technology</requiredResearch>
</li> </li>
</comps> </comps>
</AlienRace.ThingDef_AlienRace> </AlienRace.ThingDef_AlienRace>

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@@ -343,4 +343,12 @@
<WULA_TargetTooClose>目标距离过近(最小距离:{0}格)</WULA_TargetTooClose> <WULA_TargetTooClose>目标距离过近(最小距离:{0}格)</WULA_TargetTooClose>
<WULA_NoLineOfSight>没有视线到目标</WULA_NoLineOfSight> <WULA_NoLineOfSight>没有视线到目标</WULA_NoLineOfSight>
<WULA_CannotPullTarget>无法拉取该目标</WULA_CannotPullTarget> <WULA_CannotPullTarget>无法拉取该目标</WULA_CannotPullTarget>
<!-- Area Teleporter Strings -->
<WULA_TeleporterEnabled>传送器已启用</WULA_TeleporterEnabled>
<WULA_TeleporterDisabled>传送器已禁用</WULA_TeleporterDisabled>
<WULA_TeleporterEnable>启用传送器</WULA_TeleporterEnable>
<WULA_TeleporterEnableDesc>启用区域传送功能,允许机械乌拉在其覆盖范围内以传送代替常规移动。</WULA_TeleporterEnableDesc>
<WULA_TeleporterDisable>禁用传送器</WULA_TeleporterDisable>
<WULA_TeleporterDisableDesc>禁用区域传送功能,在其附近的机械乌拉使用常规移动而非传送。</WULA_TeleporterDisableDesc>
</LanguageData> </LanguageData>

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@@ -116,7 +116,7 @@
<!-- CompSkyfallerCaller new keys --> <!-- CompSkyfallerCaller new keys -->
<WULA_RequiredMaterials>所需材料:</WULA_RequiredMaterials> <WULA_RequiredMaterials>所需材料:</WULA_RequiredMaterials>
<WULA_InsufficientMaterials>轨道信标范围内材料不足</WULA_InsufficientMaterials> <WULA_InsufficientMaterials>-乌拉轨道输送信标-范围内材料不足。你需要建造乌拉轨道输送信标,并在其信号范围内放置足够的材料,建造时这些材料会被自动提交给帝国舰队。</WULA_InsufficientMaterials>
<!-- Cancel Skyfaller --> <!-- Cancel Skyfaller -->
<WULA_CancelSkyfaller>取消呼叫</WULA_CancelSkyfaller> <WULA_CancelSkyfaller>取消呼叫</WULA_CancelSkyfaller>

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@@ -13,12 +13,93 @@ namespace WulaFallenEmpire
{ {
return pawn.Reserve(job.targetA, job, 1, -1, null, errorOnFailed); return pawn.Reserve(job.targetA, job, 1, -1, null, errorOnFailed);
} }
/// <summary>
/// 更换武器逻辑
/// </summary>
private void SwitchWeapon()
{
if (pawn == null || pawn.Destroyed || !pawn.Spawned)
return;
try
{
// 1. 扔掉当前武器
ThingWithComps currentWeapon = pawn.equipment?.Primary;
if (currentWeapon != null)
{
// 将武器扔在地上
pawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, pawn.Position, true);
}
// 2. 从PawnKind允许的武器中生成新武器
ThingDef newWeaponDef = GetRandomWeaponFromPawnKind();
if (newWeaponDef != null)
{
// 生成新武器
Thing newWeapon = ThingMaker.MakeThing(newWeaponDef);
if (newWeapon is ThingWithComps newWeaponWithComps)
{
// 使用 AddEquipment 方法装备新武器
pawn.equipment.AddEquipment(newWeaponWithComps);
if (Prefs.DevMode)
{
Log.Message($"[CompAutonomousMech] {pawn.LabelCap} equipped new weapon: {newWeaponDef.LabelCap}");
}
}
}
}
catch (System.Exception ex)
{
Log.Error($"[CompAutonomousMech] Error switching weapon for {pawn?.LabelCap}: {ex}");
}
}
/// <summary>
/// 从PawnKind允许的武器中随机获取一个武器定义
/// </summary>
private ThingDef GetRandomWeaponFromPawnKind()
{
if (pawn.kindDef?.weaponTags == null || pawn.kindDef.weaponTags.Count == 0)
return null;
// 收集所有匹配的武器
List<ThingDef> availableWeapons = new List<ThingDef>();
foreach (string weaponTag in pawn.kindDef.weaponTags)
{
foreach (ThingDef thingDef in DefDatabase<ThingDef>.AllDefs)
{
if (thingDef.IsWeapon && thingDef.weaponTags != null && thingDef.weaponTags.Contains(weaponTag))
{
availableWeapons.Add(thingDef);
}
}
}
if (availableWeapons.Count == 0)
return null;
// 随机选择一个武器
return availableWeapons.RandomElement();
}
protected override IEnumerable<Toil> MakeNewToils() protected override IEnumerable<Toil> MakeNewToils()
{ {
// 关键修改:在任务开始时立即更换武器
yield return new Toil
{
initAction = () =>
{
SwitchWeapon();
},
defaultCompleteMode = ToilCompleteMode.Instant
};
// 前往回收器 // 前往回收器
yield return Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell); yield return Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell);
// 进入回收器 // 进入回收器
yield return new Toil yield return new Toil
{ {

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@@ -23,10 +23,10 @@ namespace WulaFallenEmpire
public bool affectPrisoners = false; public bool affectPrisoners = false;
public bool affectSlaves = false; public bool affectSlaves = false;
// 传送设置 - 移除冷却时间 // 传送设置
public int checkIntervalTicks = 30; // 检查间隔 public int checkIntervalTicks = 30;
public int stunTicks = 30; // 传送后眩晕时间 public int stunTicks = 30;
public int maxPositionAdjustRadius = 5; // 最大位置调整半径 public int maxPositionAdjustRadius = 5;
// 效果设置 // 效果设置
public EffecterDef entryEffecter; public EffecterDef entryEffecter;
@@ -39,6 +39,14 @@ namespace WulaFallenEmpire
public ClamorDef destClamorType; public ClamorDef destClamorType;
public float destClamorRadius = 2f; public float destClamorRadius = 2f;
// 新增:科技需求
public ResearchProjectDef requiredResearch;
public bool requireResearchToUse = false;
// 新增:开关控制
public bool canBeToggled = true;
public bool defaultEnabled = true;
public CompProperties_AreaTeleporter() public CompProperties_AreaTeleporter()
{ {
compClass = typeof(ThingComp_AreaTeleporter); compClass = typeof(ThingComp_AreaTeleporter);

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@@ -25,15 +25,27 @@ namespace WulaFallenEmpire
// 硬编码的工作排除表 // 硬编码的工作排除表
private static readonly HashSet<JobDef> ExcludedJobs = new HashSet<JobDef> private static readonly HashSet<JobDef> ExcludedJobs = new HashSet<JobDef>
{ {
JobDefOf.GotoWander // 排除闲逛工作 JobDefOf.GotoWander
}; };
// 新增:开关状态
private bool enabled = true;
// 新增:初始化时设置默认状态
public override void Initialize(CompProperties props) public override void Initialize(CompProperties props)
{ {
base.Initialize(props); base.Initialize(props);
enabled = Props.defaultEnabled;
RegisterToNetwork(); RegisterToNetwork();
} }
// 新增:保存和加载开关状态
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref enabled, "teleporterEnabled", Props.defaultEnabled);
}
public override void PostSpawnSetup(bool respawningAfterLoad) public override void PostSpawnSetup(bool respawningAfterLoad)
{ {
base.PostSpawnSetup(respawningAfterLoad); base.PostSpawnSetup(respawningAfterLoad);
@@ -52,12 +64,46 @@ namespace WulaFallenEmpire
UnregisterFromNetwork(); UnregisterFromNetwork();
} }
/// <summary>
/// 检查是否满足科技需求
/// </summary>
public bool HasRequiredResearch
{
get
{
// 如果没有设置科技需求或者不要求科技则返回true
if (Props.requiredResearch == null || !Props.requireResearchToUse)
return true;
// 检查科技是否已完成
return Props.requiredResearch.IsFinished;
}
}
/// <summary>
/// 检查是否应该显示传送器功能
/// </summary>
public bool ShouldDisplayFunctionality
{
get
{
// 如果拥有者是玩家,检查科技需求
if (parent.Faction == Faction.OfPlayer)
{
return HasRequiredResearch;
}
// 非玩家派系总是显示
return true;
}
}
/// <summary> /// <summary>
/// 注册到网络 /// 注册到网络
/// </summary> /// </summary>
private void RegisterToNetwork() private void RegisterToNetwork()
{ {
if (parent?.Map == null) return; if (parent?.Map == null || !enabled || !ShouldDisplayFunctionality) return;
var map = parent.Map; var map = parent.Map;
if (!teleporterNetworks.ContainsKey(map)) if (!teleporterNetworks.ContainsKey(map))
@@ -105,11 +151,12 @@ namespace WulaFallenEmpire
/// </summary> /// </summary>
private bool IsPositionInNetworkRange(IntVec3 position) private bool IsPositionInNetworkRange(IntVec3 position)
{ {
if (parent?.Map == null) return false; if (parent?.Map == null || !enabled || !ShouldDisplayFunctionality) return false;
foreach (var teleporter in GetNetworkTeleporters()) foreach (var teleporter in GetNetworkTeleporters())
{ {
if (teleporter.parent?.Spawned == true && if (teleporter.parent?.Spawned == true &&
teleporter.enabled && teleporter.ShouldDisplayFunctionality &&
position.DistanceTo(teleporter.parent.Position) <= teleporter.Props.teleportRadius) position.DistanceTo(teleporter.parent.Position) <= teleporter.Props.teleportRadius)
{ {
return true; return true;
@@ -123,7 +170,7 @@ namespace WulaFallenEmpire
/// </summary> /// </summary>
private IntVec3 FindSafePositionInNetwork(IntVec3 preferredPosition, Pawn pawn) private IntVec3 FindSafePositionInNetwork(IntVec3 preferredPosition, Pawn pawn)
{ {
if (parent?.Map == null) return IntVec3.Invalid; if (parent?.Map == null || !enabled || !ShouldDisplayFunctionality) return IntVec3.Invalid;
var map = parent.Map; var map = parent.Map;
@@ -146,7 +193,8 @@ namespace WulaFallenEmpire
// 在整个网络范围内搜索安全位置 // 在整个网络范围内搜索安全位置
foreach (var teleporter in GetNetworkTeleporters()) foreach (var teleporter in GetNetworkTeleporters())
{ {
if (teleporter.parent?.Spawned != true) continue; if (teleporter.parent?.Spawned != true || !teleporter.enabled || !teleporter.ShouldDisplayFunctionality)
continue;
var teleporterPos = teleporter.parent.Position; var teleporterPos = teleporter.parent.Position;
var searchRadius = teleporter.Props.teleportRadius; var searchRadius = teleporter.Props.teleportRadius;
@@ -171,7 +219,7 @@ namespace WulaFallenEmpire
{ {
base.CompTick(); base.CompTick();
if (parent == null || !parent.Spawned || parent.Map == null) if (parent == null || !parent.Spawned || parent.Map == null || !enabled || !ShouldDisplayFunctionality)
return; return;
// 使用间隔检查优化性能 // 使用间隔检查优化性能
@@ -499,11 +547,61 @@ namespace WulaFallenEmpire
effecters.Clear(); effecters.Clear();
} }
// 新增:切换开关状态
private void ToggleEnabled()
{
bool oldEnabled = enabled;
enabled = !enabled;
if (oldEnabled != enabled)
{
if (enabled)
{
RegisterToNetwork();
Messages.Message("WULA_TeleporterEnabled".Translate(parent.Label), parent, MessageTypeDefOf.PositiveEvent);
}
else
{
UnregisterFromNetwork();
Messages.Message("WULA_TeleporterDisabled".Translate(parent.Label), parent, MessageTypeDefOf.NegativeEvent);
}
// 清理效果
CleanupAllEffects();
}
}
// 新增获取Gizmos
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (var gizmo in base.CompGetGizmosExtra())
{
yield return gizmo;
}
// 只有满足科技需求时才显示开关按钮
if (ShouldDisplayFunctionality && Props.canBeToggled)
{
yield return new Command_Toggle
{
defaultLabel = enabled ? "WULA_TeleporterDisable".Translate() : "WULA_TeleporterEnable".Translate(),
defaultDesc = enabled ? "WULA_TeleporterDisableDesc".Translate() : "WULA_TeleporterEnableDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/Teleport"),
isActive = () => enabled,
toggleAction = ToggleEnabled
};
}
}
// 调试方法:显示传送范围 // 调试方法:显示传送范围
public override void PostDraw() public override void PostDraw()
{ {
base.PostDraw(); base.PostDraw();
// 只有满足科技需求且启用时才绘制范围
if (!ShouldDisplayFunctionality || !enabled)
return;
if (Find.Selector.IsSelected(parent)) if (Find.Selector.IsSelected(parent))
{ {
try try
@@ -514,7 +612,7 @@ namespace WulaFallenEmpire
// 绘制网络范围(所有传送器的范围) // 绘制网络范围(所有传送器的范围)
foreach (var teleporter in GetNetworkTeleporters()) foreach (var teleporter in GetNetworkTeleporters())
{ {
if (teleporter != this && teleporter.parent.Spawned) if (teleporter != this && teleporter.parent.Spawned && teleporter.enabled && teleporter.ShouldDisplayFunctionality)
{ {
GenDraw.DrawRadiusRing(teleporter.parent.Position, teleporter.Props.teleportRadius, new Color(0.3f, 0.7f, 1, 0.3f)); GenDraw.DrawRadiusRing(teleporter.parent.Position, teleporter.Props.teleportRadius, new Color(0.3f, 0.7f, 1, 0.3f));
} }

View File

@@ -374,9 +374,7 @@
<ItemGroup> <ItemGroup>
<Compile Include="Verb\Verb_Excalibur\Thing_ExcaliburBeam.cs" /> <Compile Include="Verb\Verb_Excalibur\Thing_ExcaliburBeam.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup />
<Folder Include="BuildingComp\WULA_FlyOverBeacon\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 --> <!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build"> <Target Name="CleanDebugFiles" AfterTargets="Build">