武器特性
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@@ -80,6 +80,15 @@
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<ammoCountPerCharge>2</ammoCountPerCharge>
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<baseReloadTicks>60</baseReloadTicks>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
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<forcedTraits>
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<li>WULA_DamagePsychicScaling</li>
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</forcedTraits>
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<numTraitsRange>
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<min>1</min>
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<max>1</max>
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</numTraitsRange>
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</li>
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</comps>
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<tradeability>None</tradeability>
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</ThingDef>
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@@ -246,6 +255,15 @@
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<ammoCountPerCharge>2</ammoCountPerCharge>
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<baseReloadTicks>60</baseReloadTicks>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
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<forcedTraits>
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<li>WULA_DamagePsychicScaling</li>
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</forcedTraits>
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<numTraitsRange>
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<min>1</min>
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<max>1</max>
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</numTraitsRange>
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</li>
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</comps>
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<tradeability>None</tradeability>
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</ThingDef>
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@@ -409,6 +427,15 @@
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<ammoCountPerCharge>20</ammoCountPerCharge>
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<baseReloadTicks>60</baseReloadTicks>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
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<forcedTraits>
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<li>WULA_DamagePsychicScaling</li>
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</forcedTraits>
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<numTraitsRange>
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<min>1</min>
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<max>1</max>
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</numTraitsRange>
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</li>
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</comps>
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<tradeability>None</tradeability>
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</ThingDef>
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@@ -1,51 +0,0 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BaseHumanMakeableGun">
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<defName>WULA_TestWeapon_PsychicScaling</defName>
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<label>心灵缩放测试枪</label>
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<description>一个用于测试心灵敏感度伤害缩放的武器。</description>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponRanged/Autopistol</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<soundInteract>Interact_Autopistol</soundInteract>
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<statBases>
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<Mass>1</Mass>
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<RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
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</statBases>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<defaultProjectile>Bullet_TestWeapon_PsychicScaling</defaultProjectile>
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<warmupTime>1.0</warmupTime>
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<range>30</range>
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<soundCast>Shot_Autopistol</soundCast>
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<soundCastTail>GunTail_Light</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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</li>
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</verbs>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_PsychicScaling">
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<damageMultiplierPerSensitivityPoint>1.0</damageMultiplierPerSensitivityPoint>
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<damageReductionMultiplierPerSensitivityPoint>1.0</damageReductionMultiplierPerSensitivityPoint>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>Bullet_TestWeapon_PsychicScaling</defName>
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<label>测试弹</label>
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<graphicData>
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<texPath>Things/Projectile/Bullet_Small</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>Bullet</damageDef>
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<damageAmountBase>10</damageAmountBase>
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<speed>50</speed>
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</projectile>
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</ThingDef>
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</Defs>
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@@ -1106,12 +1106,12 @@
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</costList>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<defaultProjectile>WULA_Bullet_StarDrift_Shotgun_Spear</defaultProjectile>
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<warmupTime>0.2</warmupTime>
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<range>15</range>
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<burstShotCount>6</burstShotCount>
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<burstShotCount>1</burstShotCount>
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<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
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<soundCast>ChargeLance_Fire</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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@@ -1133,6 +1133,11 @@
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<armorPenetrationBase>0.65</armorPenetrationBase>
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<speed>55</speed>
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</projectile>
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<modExtensions>
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<li Class="WulaFallenEmpire.ShotgunExtension">
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<pelletCount>6</pelletCount>
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</li>
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</modExtensions>
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</ThingDef>
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<!-- 机枪 -->
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10
1.6/Defs/WeaponTraitDefs/WULA_WeaponCategoryDefs.xml
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10
1.6/Defs/WeaponTraitDefs/WULA_WeaponCategoryDefs.xml
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@@ -0,0 +1,10 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<WeaponCategoryDef>
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<defName>WULA_Psychic</defName>
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<label>灵能</label>
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<description>与心灵能量相互作用的武器。</description>
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</WeaponCategoryDef>
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</Defs>
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16
1.6/Defs/WeaponTraitDefs/WULA_WeaponTraitDefs.xml
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16
1.6/Defs/WeaponTraitDefs/WULA_WeaponTraitDefs.xml
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@@ -0,0 +1,16 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<WeaponTraitDef>
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<defName>WULA_DamagePsychicScaling</defName>
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<label>灵能增幅</label>
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<description>这把武器的伤害会随着使用者的心灵敏感度而变化。</description>
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<commonality>1</commonality>
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<weaponCategory>WULA_Psychic</weaponCategory>
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<statOffsets>
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</statOffsets>
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<statFactors>
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</statFactors>
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</WeaponTraitDef>
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</Defs>
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154
Source/WulaFallenEmpire/CompCustomUniqueWeapon.cs
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154
Source/WulaFallenEmpire/CompCustomUniqueWeapon.cs
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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 UnityEngine;
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using Verse;
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using RimWorld;
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namespace WulaFallenEmpire
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{
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public class CompCustomUniqueWeapon : CompUniqueWeapon
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{
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// 使用 'new' 关键字来明确隐藏基类成员,解决 CS0108 警告
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public new CompProperties_CustomUniqueWeapon Props => (CompProperties_CustomUniqueWeapon)props;
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private List<WeaponTraitDef> customTraits = new List<WeaponTraitDef>();
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// 使用 'new' 关键字隐藏基类属性,解决 CS0506 错误
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public new List<WeaponTraitDef> TraitsListForReading => customTraits;
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// PostExposeData 是 virtual 的,保留 override
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Collections.Look(ref customTraits, "customTraits", LookMode.Def);
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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if (customTraits == null) customTraits = new List<WeaponTraitDef>();
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SetupCustomTraits(fromSave: true);
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}
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}
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// PostPostMake 是 virtual 的,保留 override
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public override void PostPostMake()
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{
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InitializeCustomTraits();
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if (parent.TryGetComp<CompQuality>(out var comp))
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{
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comp.SetQuality(QualityUtility.GenerateQuality(QualityGenerator.Super), ArtGenerationContext.Outsider);
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}
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}
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private void InitializeCustomTraits()
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{
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if (customTraits == null) customTraits = new List<WeaponTraitDef>();
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customTraits.Clear();
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if (Props.forcedTraits != null)
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{
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foreach (var traitToForce in Props.forcedTraits)
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{
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if (customTraits.All(t => !t.Overlaps(traitToForce)))
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{
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customTraits.Add(traitToForce);
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}
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}
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}
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IntRange traitRange = Props.numTraitsRange ?? new IntRange(1, 3);
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int totalTraitsTarget = Mathf.Max(customTraits.Count, traitRange.RandomInRange);
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int missingTraits = totalTraitsTarget - customTraits.Count;
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if (missingTraits > 0)
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{
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// CanAddTrait 现在是我们自己的 'new' 方法
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IEnumerable<WeaponTraitDef> possibleTraits = DefDatabase<WeaponTraitDef>.AllDefs.Where(CanAddTrait);
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for (int i = 0; i < missingTraits; i++)
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{
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if (!possibleTraits.Any()) break;
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var chosenTrait = possibleTraits.RandomElementByWeight(t => t.commonality);
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customTraits.Add(chosenTrait);
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possibleTraits = possibleTraits.Where(t => t != chosenTrait && !t.Overlaps(chosenTrait));
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}
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}
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SetupCustomTraits(fromSave: false);
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}
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private void SetupCustomTraits(bool fromSave)
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{
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foreach (WeaponTraitDef trait in customTraits)
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{
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if (trait.abilityProps != null && parent.GetComp<CompEquippableAbilityReloadable>() is CompEquippableAbilityReloadable comp)
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{
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comp.props = trait.abilityProps;
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if (!fromSave)
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{
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comp.Notify_PropsChanged();
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}
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}
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}
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}
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// 使用 'new' 关键字隐藏基类方法,解决 CS0506 错误
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public new bool CanAddTrait(WeaponTraitDef trait)
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{
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if (customTraits.Any(t => t == trait || t.Overlaps(t)))
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return false;
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if (Props.weaponCategories != null && Props.weaponCategories.Any() && !Props.weaponCategories.Contains(trait.weaponCategory))
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return false;
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if (customTraits.Count == 0 && !trait.canGenerateAlone)
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return false;
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return true;
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}
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// --- 下面的方法都是 virtual 的,保留 override ---
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public override string TransformLabel(string label) => label;
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public override Color? ForceColor() => null;
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public override float GetStatOffset(StatDef stat) => customTraits.Sum(t => t.statOffsets.GetStatOffsetFromList(stat));
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public override float GetStatFactor(StatDef stat) => customTraits.Aggregate(1f, (current, t) => current * t.statFactors.GetStatFactorFromList(stat));
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public override string CompInspectStringExtra()
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{
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if (customTraits.NullOrEmpty()) return null;
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return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
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}
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public override string CompTipStringExtra()
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{
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if (customTraits.NullOrEmpty()) return base.CompTipStringExtra();
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return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
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}
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public override IEnumerable<StatDrawEntry> SpecialDisplayStats()
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{
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if (customTraits.NullOrEmpty()) yield break;
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var builder = new StringBuilder();
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builder.AppendLine("Stat_ThingUniqueWeaponTrait_Desc".Translate());
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builder.AppendLine();
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for (int i = 0; i < customTraits.Count; i++)
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{
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WeaponTraitDef trait = customTraits[i];
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builder.AppendLine(trait.LabelCap.Colorize(ColorLibrary.Yellow));
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builder.AppendLine(trait.description);
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if (i < customTraits.Count - 1) builder.AppendLine();
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}
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yield return new StatDrawEntry(
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parent.def.IsMeleeWeapon ? StatCategoryDefOf.Weapon_Melee : StatCategoryDefOf.Weapon_Ranged,
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"Stat_ThingUniqueWeaponTrait_Label".Translate(),
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customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst(),
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builder.ToString(),
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1104);
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}
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}
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}
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21
Source/WulaFallenEmpire/CompProperties_CustomUniqueWeapon.cs
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21
Source/WulaFallenEmpire/CompProperties_CustomUniqueWeapon.cs
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@@ -0,0 +1,21 @@
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using System.Collections.Generic;
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using Verse;
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using RimWorld;
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namespace WulaFallenEmpire
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{
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public class CompProperties_CustomUniqueWeapon : CompProperties_UniqueWeapon
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{
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// A list of traits that will always be added to the weapon.
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public List<WeaponTraitDef> forcedTraits;
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// The range of traits to randomly add. If not defined in XML, a default of 1-3 will be used.
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public IntRange? numTraitsRange;
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public CompProperties_CustomUniqueWeapon()
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{
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// Point to the implementation of our custom logic.
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this.compClass = typeof(CompCustomUniqueWeapon);
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}
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}
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}
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@@ -69,6 +69,8 @@
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<ItemGroup>
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<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
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<Compile Include="CompApparelInterceptor.cs" />
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<Compile Include="CompCustomUniqueWeapon.cs" />
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<Compile Include="CompProperties_CustomUniqueWeapon.cs" />
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<Compile Include="CompPsychicScaling.cs" />
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<Compile Include="CompUseEffect_FixAllHealthConditions.cs" />
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<Compile Include="CompUseEffect_PassionTrainer.cs" />
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