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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Verse;
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using Verse.Noise;
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namespace WulaFallenEmpire
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{
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public class HediffComp_TimedExplosion : HediffComp
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{
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// 倒计时相关字段
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public int ticksToDisappear;
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public int disappearsAfterTicks;
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public int seed;
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// 配置属性快捷访问
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public HediffCompProperties_TimedExplosion Props =>
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(HediffCompProperties_TimedExplosion)props;
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// 消失判定属性
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public override bool CompShouldRemove
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{
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get
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{
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if (ticksToDisappear > 0) return false;
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if (Props.requiredMentalState != null)
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{
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return parent.pawn.MentalStateDef != Props.requiredMentalState;
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}
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return true;
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}
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}
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// 进度计算
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public float Progress =>
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1f - (float)ticksToDisappear / Mathf.Max(1, disappearsAfterTicks);
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public int EffectiveTicksToDisappear => ticksToDisappear / TicksLostPerTick;
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public float NoisyProgress => AddNoiseToProgress(Progress, seed);
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public virtual int TicksLostPerTick => 1;
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public override string CompLabelInBracketsExtra
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{
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get
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{
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if (Props.showRemainingTime)
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{
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if (EffectiveTicksToDisappear < 2500)
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{
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return EffectiveTicksToDisappear.ToStringSecondsFromTicks("F0");
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}
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return EffectiveTicksToDisappear.ToStringTicksToPeriod(allowSeconds: true, shortForm: true, canUseDecimals: true, allowYears: true, Props.canUseDecimalsShortForm);
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}
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return base.CompLabelInBracketsExtra;
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}
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}
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private static float AddNoiseToProgress(float progress, int seed)
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{
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float num = (float)Perlin.GetValue(progress, 0.0, 0.0, 9.0, seed);
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float num2 = 0.25f * (1f - progress);
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return Mathf.Clamp01(progress + num2 * num);
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}
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// 初始化
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public override void CompPostMake()
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{
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base.CompPostMake();
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disappearsAfterTicks = Props.disappearsAfterTicks.RandomInRange;
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seed = Rand.Int;
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ticksToDisappear = disappearsAfterTicks;
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}
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// 每帧更新
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public override void CompPostTick(ref float severityAdjustment)
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{
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ticksToDisappear--;
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if (CompShouldRemove)
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{
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parent.pawn.health.RemoveHediff(parent);
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}
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}
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// 移除后处理
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public override void CompPostPostRemoved()
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{
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base.CompPostPostRemoved();
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// 处理新鲜伤口状态
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if (!Props.leaveFreshWounds && parent.Part != null)
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{
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foreach (BodyPartRecord part in parent.Part.GetPartAndAllChildParts())
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{
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Hediff_MissingPart hediff = parent.pawn.health.hediffSet.GetMissingPartFor(part) as Hediff_MissingPart;
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if (hediff != null)
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{
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hediff.IsFresh = false;
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}
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}
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}
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// 触发爆炸逻辑
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if (ShouldTriggerExplosion())
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{
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TriggerExplosion();
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DestroyGearIfNeeded();
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}
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// 发送消息通知
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if (!Props.messageOnDisappear.NullOrEmpty() && PawnUtility.ShouldSendNotificationAbout(parent.pawn))
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{
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Messages.Message(
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Props.messageOnDisappear.Formatted(parent.pawn.Named("PAWN")),
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parent.pawn,
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MessageTypeDefOf.NeutralEvent
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);
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}
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// 发送信件通知
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if (!Props.letterTextOnDisappear.NullOrEmpty() &&
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!Props.letterLabelOnDisappear.NullOrEmpty() &&
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PawnUtility.ShouldSendNotificationAbout(parent.pawn))
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{
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Find.LetterStack.ReceiveLetter(
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Props.letterLabelOnDisappear.Formatted(parent.pawn.Named("PAWN")),
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Props.letterTextOnDisappear.Formatted(parent.pawn.Named("PAWN")),
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LetterDefOf.NegativeEvent,
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parent.pawn
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);
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}
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}
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// 爆炸条件检查
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private bool ShouldTriggerExplosion()
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{
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return parent.pawn.Spawned &&
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Props.explosionRadius > 0.01f &&
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Props.damageDef != null &&
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parent.pawn.Map != null;
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}
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// 执行爆炸
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private void TriggerExplosion()
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{
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GenExplosion.DoExplosion(
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center: parent.pawn.Position,
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map: parent.pawn.Map,
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radius: Props.explosionRadius,
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damType: Props.damageDef,
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instigator: parent.pawn,
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damAmount: Props.damageAmount,
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armorPenetration: Props.armorPenetration,
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explosionSound: Props.soundDef,
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weapon: null,
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projectile: null,
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intendedTarget: null,
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postExplosionSpawnThingDef: Props.postExplosionSpawnThingDef,
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postExplosionSpawnChance: Props.postExplosionSpawnChance,
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postExplosionSpawnThingCount: Props.postExplosionSpawnThingCount,
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postExplosionGasType: null,
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applyDamageToExplosionCellsNeighbors: false,
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chanceToStartFire: Props.chanceToStartFire,
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damageFalloff: Props.damageFalloff,
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direction: null,
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ignoredThings: new List<Thing> { parent.pawn }
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);
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}
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// 装备销毁
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private void DestroyGearIfNeeded()
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{
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if (!Props.destroyGear) return;
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if (parent.pawn.equipment != null)
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{
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parent.pawn.equipment.DestroyAllEquipment(DestroyMode.Vanish);
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}
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if (parent.pawn.apparel != null)
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{
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parent.pawn.apparel.DestroyAll(DestroyMode.Vanish);
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}
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}
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// 数据持久化
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public override void CompExposeData()
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{
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Scribe_Values.Look(ref ticksToDisappear, "ticksToDisappear", 0);
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Scribe_Values.Look(ref disappearsAfterTicks, "disappearsAfterTicks", 0);
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Scribe_Values.Look(ref seed, "seed", 0);
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}
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// 调试信息
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public override string CompDebugString()
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{
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return $"倒计时: {ticksToDisappear}\n爆炸半径: {Props.explosionRadius}";
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}
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}
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public class HediffCompProperties_TimedExplosion : HediffCompProperties
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{
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[Header("消失设置")]
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public IntRange disappearsAfterTicks = new IntRange(600, 1200);
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public bool showRemainingTime = true;
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public bool canUseDecimalsShortForm;
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public MentalStateDef requiredMentalState;
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public bool leaveFreshWounds = true;
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[Header("爆炸设置")]
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public float explosionRadius = 3f;
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public DamageDef damageDef;
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public int damageAmount = 20;
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public float armorPenetration;
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public SoundDef soundDef;
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public float chanceToStartFire;
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public bool damageFalloff = true;
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[Header("后续效果")]
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public bool destroyGear;
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public GasType gasType;
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public ThingDef postExplosionSpawnThingDef;
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public float postExplosionSpawnChance;
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public int postExplosionSpawnThingCount = 1;
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[Header("通知设置")]
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[MustTranslate]
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public string messageOnDisappear;
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[MustTranslate]
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public string letterLabelOnDisappear;
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[MustTranslate]
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public string letterTextOnDisappear;
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public bool sendLetterOnDisappearIfDead = true;
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public HediffCompProperties_TimedExplosion()
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{
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compClass = typeof(HediffComp_TimedExplosion);
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}
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}
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}
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