This commit is contained in:
Tourswen
2025-11-14 00:45:12 +08:00
parent 04cef5ad30
commit 30f541a7cc
45 changed files with 751 additions and 227 deletions

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@@ -0,0 +1,206 @@
using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using System.Linq;
namespace WulaFallenEmpire
{
public class Building_ExtraGraphics : Building
{
// 通过 ModExtension 配置的图形数据
private ExtraGraphicsExtension modExtension;
// 图形缓存
private Dictionary<string, Graphic> graphicsCache = new Dictionary<string, Graphic>();
// 动画状态 - 每个图层的独立浮动
private Dictionary<int, float> layerHoverOffsets = new Dictionary<int, float>();
private Dictionary<int, float> layerAnimationTimes = new Dictionary<int, float>();
private int lastTick = -1;
public ExtraGraphicsExtension ModExtension
{
get
{
if (modExtension == null)
{
modExtension = def.GetModExtension<ExtraGraphicsExtension>();
if (modExtension == null)
{
Log.Error($"Building_ExtraGraphics: No ExtraGraphicsExtension found for {def.defName}");
// 创建默认配置避免空引用
modExtension = new ExtraGraphicsExtension();
}
}
return modExtension;
}
}
// 重写 Graphic 属性返回 null完全自定义渲染
public override Graphic Graphic => null;
// 获取缓存的图形
private Graphic GetCachedGraphic(string texturePath, Vector2 scale, Color color)
{
string cacheKey = $"{texturePath}_{scale.x}_{scale.y}_{color}";
if (!graphicsCache.TryGetValue(cacheKey, out Graphic graphic))
{
graphic = GraphicDatabase.Get<Graphic_Single>(
texturePath,
ShaderDatabase.TransparentPostLight,
scale,
color);
graphicsCache[cacheKey] = graphic;
}
return graphic;
}
// 完全重写 DrawAt 方法,实现自定义渲染系统
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
{
// 不调用基类的 DrawAt完全自定义渲染
// 更新悬浮动画
UpdateHoverAnimation();
// 绘制所有配置的图形层
DrawGraphicLayers(drawLoc, flip);
}
// 绘制所有图形层
private void DrawGraphicLayers(Vector3 baseDrawPos, bool flip)
{
if (ModExtension.graphicLayers == null || ModExtension.graphicLayers.Count == 0)
{
Log.Warning($"Building_ExtraGraphics: No graphic layers configured for {def.defName}");
return;
}
// 按层级排序,确保正确的绘制顺序
var sortedLayers = ModExtension.graphicLayers.OrderBy(layer => layer.drawOrder).ToList();
foreach (var layer in sortedLayers)
{
DrawGraphicLayer(baseDrawPos, flip, layer);
}
}
// 绘制单个图形层
private void DrawGraphicLayer(Vector3 baseDrawPos, bool flip, GraphicLayerData layer)
{
if (string.IsNullOrEmpty(layer.texturePath))
{
Log.Warning($"Building_ExtraGraphics: Empty texture path in layer for {def.defName}");
return;
}
// 获取图形
Graphic graphic = GetCachedGraphic(layer.texturePath, layer.scale, layer.color);
// 计算图层浮动偏移
float hoverOffset = 0f;
if (layer.enableHover)
{
int layerIndex = ModExtension.graphicLayers.IndexOf(layer);
if (layerHoverOffsets.ContainsKey(layerIndex))
{
hoverOffset = layerHoverOffsets[layerIndex];
}
}
// 最终绘制位置 = 基础位置 + 图层偏移 + 浮动偏移
Vector3 drawPos = baseDrawPos + layer.offset;
drawPos.z += hoverOffset;
// 绘制图形
graphic.Draw(drawPos, flip ? base.Rotation.Opposite : base.Rotation, this, 0f);
}
// 更新每个图层的独立悬浮动画
private void UpdateHoverAnimation()
{
int currentTick = Find.TickManager.TicksGame;
if (currentTick != lastTick)
{
// 更新每个图层的动画
for (int i = 0; i < ModExtension.graphicLayers.Count; i++)
{
var layer = ModExtension.graphicLayers[i];
if (layer.enableHover)
{
// 初始化动画时间
if (!layerAnimationTimes.ContainsKey(i))
{
layerAnimationTimes[i] = 0f;
}
// 更新动画时间
layerAnimationTimes[i] += Time.deltaTime;
// 计算该图层的悬浮偏移
float hoverSpeed = layer.hoverSpeed > 0 ? layer.hoverSpeed : ModExtension.globalHoverSpeed;
float hoverIntensity = layer.hoverIntensity > 0 ? layer.hoverIntensity : ModExtension.globalHoverIntensity;
float hoverOffset = Mathf.Sin(layerAnimationTimes[i] * hoverSpeed + layer.hoverPhase) * hoverIntensity;
layerHoverOffsets[i] = hoverOffset;
}
}
lastTick = currentTick;
}
}
// 保存和加载
public override void ExposeData()
{
base.ExposeData();
// 保存自定义状态(如果需要)
}
}
// 主要的 ModExtension 定义
public class ExtraGraphicsExtension : DefModExtension
{
// 全局悬浮参数(作为默认值)
public float globalHoverSpeed = 2f; // 全局悬浮速度
public float globalHoverIntensity = 0.1f; // 全局悬浮强度
// 图形层配置
public List<GraphicLayerData> graphicLayers = new List<GraphicLayerData>();
public ExtraGraphicsExtension()
{
// 默认配置,避免空列表
if (graphicLayers == null)
{
graphicLayers = new List<GraphicLayerData>();
}
}
}
// 单个图形层的配置数据
public class GraphicLayerData
{
// 基础配置
public string texturePath; // 纹理路径(必需)
public Vector2 scale = Vector2.one; // 缩放比例
public Color color = Color.white; // 颜色
public int drawOrder = 0; // 绘制顺序(数字小的先绘制)
// 位置配置 - 使用环世界坐标系
// X: 左右偏移, Y: 图层深度, Z: 上下偏移
public Vector3 offset = Vector3.zero;
// 独立悬浮配置
public bool enableHover = true; // 是否启用悬浮
public float hoverSpeed = 0f; // 悬浮速度0表示使用全局速度
public float hoverIntensity = 0f; // 悬浮强度0表示使用全局强度
public float hoverPhase = 0f; // 悬浮相位(用于错开浮动)
}
}

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@@ -312,71 +312,118 @@ namespace WulaFallenEmpire
return validSpots;
}
// 新增:分配物品到空投舱,包含材质处理
// 在 Building_GlobalWorkTable.cs 中修改 DistributeItemsToPods 方法
private List<List<Thing>> DistributeItemsToPods(GlobalStorageWorldComponent storage, int podCount)
{
List<List<Thing>> podContents = new List<List<Thing>>();
// 初始化空投舱内容列表
for (int i = 0; i < podCount; i++)
{
podContents.Add(new List<Thing>());
}
// 获取所有输出物品并转换为Thing列表
List<Thing> allItems = new List<Thing>();
// 首先处理机械体,因为需要特殊处理
foreach (var kvp in storage.outputStorage.ToList())
{
if (kvp.Value <= 0) continue;
ThingDef thingDef = kvp.Key;
int remainingCount = kvp.Value;
// 如果是Pawn需要特殊处理
if (thingDef.race != null)
{
Log.Message($"[Airdrop] Processing {remainingCount} pawns of type {thingDef.defName}");
// 对于Pawn每个单独生成
for (int i = 0; i < remainingCount; i++)
{
PawnKindDef randomPawnKind = GetRandomPawnKindForType(thingDef);
if (randomPawnKind != null)
{
Pawn pawn = PawnGenerator.GeneratePawn(randomPawnKind, Faction.OfPlayer);
allItems.Add(pawn);
try
{
Pawn pawn = PawnGenerator.GeneratePawn(randomPawnKind, Faction.OfPlayer);
// 确保Pawn处于活跃状态
if (pawn != null)
{
// 设置Pawn为可用的状态
pawn.health.Reset();
pawn.drafter = new Pawn_DraftController(pawn);
allItems.Add(pawn);
Log.Message($"[Airdrop] Successfully generated pawn: {pawn.Label}");
}
else
{
Log.Error("[Airdrop] Generated pawn is null");
}
}
catch (System.Exception ex)
{
Log.Error($"[Airdrop] Error generating pawn: {ex}");
}
}
else
{
Log.Error($"[Airdrop] Could not find suitable PawnKindDef for {thingDef.defName}");
}
}
// 立即从存储中移除已处理的机械体
storage.RemoveFromOutputStorage(thingDef, remainingCount);
}
else
}
// 然后处理普通物品
foreach (var kvp in storage.outputStorage.ToList())
{
if (kvp.Value <= 0) continue;
ThingDef thingDef = kvp.Key;
int remainingCount = kvp.Value;
// 跳过已经处理的机械体
if (thingDef.race != null) continue;
Log.Message($"[Airdrop] Processing {remainingCount} items of type {thingDef.defName}");
// 对于普通物品,按照堆叠限制分割
while (remainingCount > 0)
{
// 对于普通物品,按照堆叠限制分割
while (remainingCount > 0)
int stackSize = Mathf.Min(remainingCount, thingDef.stackLimit);
Thing thing = CreateThingWithMaterial(thingDef, stackSize);
if (thing != null)
{
int stackSize = Mathf.Min(remainingCount, thingDef.stackLimit);
Thing thing = CreateThingWithMaterial(thingDef, stackSize);
allItems.Add(thing);
remainingCount -= stackSize;
}
else
{
Log.Error($"[Airdrop] Failed to create thing: {thingDef.defName}");
break;
}
}
// 从存储中移除已处理的物品
storage.RemoveFromOutputStorage(thingDef, kvp.Value);
}
if (allItems.Count == 0)
{
Log.Message("[Airdrop] No items to distribute");
return podContents;
}
Log.Message($"[Airdrop] Total items to distribute: {allItems.Count}");
// 平均分配物品到空投舱
int currentPod = 0;
foreach (Thing item in allItems)
{
podContents[currentPod].Add(item);
currentPod = (currentPod + 1) % podCount;
if (item != null)
{
podContents[currentPod].Add(item);
currentPod = (currentPod + 1) % podCount;
}
}
// 从存储中移除已分配的物品
foreach (var kvp in storage.outputStorage.ToList())
// 记录分配结果
for (int i = 0; i < podContents.Count; i++)
{
storage.outputStorage[kvp.Key] = 0;
Log.Message($"[Airdrop] Pod {i} contains {podContents[i].Count} items");
}
return podContents;
}
@@ -431,94 +478,127 @@ namespace WulaFallenEmpire
return defaultThing;
}
// 在 Building_GlobalWorkTable.cs 中修改 GetRandomPawnKindForType 方法
// 改 GetRandomPawnKindForType 方法
private PawnKindDef GetRandomPawnKindForType(ThingDef pawnType)
{
if (pawnType.race == null) return null;
// 获取建筑拥有者派系
Faction buildingFaction = this.Faction;
if (buildingFaction == null)
if (pawnType.race == null)
{
Log.Warning("Building has no faction, cannot select appropriate pawn kind");
Log.Error($"[Airdrop] GetRandomPawnKindForType: {pawnType.defName} is not a pawn type");
return null;
}
// 获取工作台的派系
Faction workTableFaction = this.Faction;
if (workTableFaction == null)
{
Log.Error($"[Airdrop] Work table has no faction");
return null;
}
Log.Message($"[Airdrop] Work table faction: {workTableFaction.def.defName}");
// 获取该种族的所有PawnKindDef
var availableKinds = DefDatabase<PawnKindDef>.AllDefs
.Where(kind => kind.race == pawnType)
.ToList();
if (availableKinds.Count == 0) return null;
// 按优先级分组
if (availableKinds.Count == 0)
{
Log.Error($"[Airdrop] No PawnKindDef found for race: {pawnType.defName}");
return null;
}
Log.Message($"[Airdrop] Found {availableKinds.Count} PawnKindDefs for {pawnType.defName}");
// 最高优先级与工作台派系完全相同的PawnKind
var matchingFactionKinds = availableKinds
.Where(kind => kind.defaultFactionDef != null &&
kind.defaultFactionDef == buildingFaction.def)
kind.defaultFactionDef == workTableFaction.def)
.ToList();
if (matchingFactionKinds.Count > 0)
{
var selected = matchingFactionKinds.RandomElement();
Log.Message($"[Airdrop] Selected matching faction PawnKind: {selected.defName} (faction: {workTableFaction.def.defName})");
return selected;
}
// 次高优先级玩家派系的PawnKind如果工作台是玩家派系
if (workTableFaction.IsPlayer)
{
var playerFactionKinds = availableKinds
.Where(kind => kind.defaultFactionDef != null &&
(kind.defaultFactionDef == FactionDefOf.PlayerColony ||
kind.defaultFactionDef == FactionDefOf.PlayerTribe))
.ToList();
if (playerFactionKinds.Count > 0)
{
var selected = playerFactionKinds.RandomElement();
Log.Message($"[Airdrop] Selected player faction PawnKind: {selected.defName}");
return selected;
}
}
// 备选没有特定派系的PawnKind
var noFactionKinds = availableKinds
.Where(kind => kind.defaultFactionDef == null)
.ToList();
// 排除与建筑派系不同的PawnKind
var excludedKinds = availableKinds
.Where(kind => kind.defaultFactionDef != null &&
kind.defaultFactionDef != buildingFaction.def)
.ToList();
// 优先级选择
PawnKindDef selectedKind = null;
// 1. 最高优先级与建筑派系相同的PawnKind
if (matchingFactionKinds.Count > 0)
if (noFactionKinds.Count > 0)
{
selectedKind = matchingFactionKinds.RandomElement();
var selected = noFactionKinds.RandomElement();
Log.Message($"[Airdrop] Selected no-faction PawnKind: {selected.defName}");
return selected;
}
// 2. 备选没有defaultFactionDef的PawnKind
else if (noFactionKinds.Count > 0)
{
selectedKind = noFactionKinds.RandomElement();
}
// 3. 没有符合条件的PawnKind
else
{
Log.Warning($"No suitable PawnKind found for {pawnType.defName} with building faction {buildingFaction.def.defName}");
return null;
}
// 最后选择任何可用的PawnKind
var selectedKind = availableKinds.RandomElement();
Log.Message($"[Airdrop] Selected fallback PawnKind: {selectedKind.defName}");
return selectedKind;
}
// 新增:创建空投舱
// 修改 CreateDropPod 方法
private bool CreateDropPod(IntVec3 dropCell, List<Thing> contents)
{
try
{
if (contents == null || contents.Count == 0)
return false;
// 创建空投舱信息
ActiveTransporterInfo dropPodInfo = new ActiveTransporterInfo();
// 添加所有物品到空投舱
foreach (Thing thing in contents)
{
dropPodInfo.innerContainer.TryAdd(thing, true);
Log.Warning("[Airdrop] CreateDropPod: contents is null or empty");
return false;
}
// 设置空投舱参数
Log.Message($"[Airdrop] Creating drop pod at {dropCell} with {contents.Count} items");
// 检查目标单元格是否有效
if (!dropCell.IsValid || !dropCell.InBounds(Map))
{
Log.Error($"[Airdrop] Invalid drop cell: {dropCell}");
return false;
}
// 创建空投舱信息 - 使用 DropPodInfo 而不是 ActiveTransporterInfo
ActiveTransporterInfo dropPodInfo = new ActiveTransporterInfo();
dropPodInfo.openDelay = 180; // 3秒后打开
dropPodInfo.leaveSlag = true;
// 创建容器并添加物品
ThingOwner container = new ThingOwner<Thing>();
foreach (Thing thing in contents)
{
if (thing != null)
{
if (!container.TryAdd(thing, true))
{
Log.Error($"[Airdrop] Failed to add {thing.Label} to drop pod");
}
else
{
Log.Message($"[Airdrop] Added {thing.Label} to drop pod");
}
}
}
if (container.Count == 0)
{
Log.Warning("[Airdrop] No items were successfully added to drop pod");
return false;
}
dropPodInfo.innerContainer = container;
// 生成空投舱
DropPodUtility.MakeDropPodAt(dropCell, Map, dropPodInfo);
Log.Message($"[Airdrop] Successfully created drop pod at {dropCell}");
return true;
}
catch (System.Exception ex)
{
Log.Error($"Failed to create drop pod at {dropCell}: {ex}");
Log.Error($"[Airdrop] Failed to create drop pod at {dropCell}: {ex}");
return false;
}
}

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@@ -86,6 +86,7 @@
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLanceExtension.cs" />
<Compile Include="Ability\WULA_AbilityCallSkyfaller\CompAbilityEffect_CallSkyfaller.cs" />
<Compile Include="BuildingComp\Building_ExtraGraphics.cs" />
<Compile Include="BuildingComp\Building_MapObserver.cs" />
<Compile Include="BuildingComp\WULA_BuildingBombardment\CompBuildingBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCallSkyfaller\CompProperties_AbilityCallSkyfaller.cs" />