diff --git a/1.6/1.6/Assemblies/WulaFallenEmpire.dll b/1.6/1.6/Assemblies/WulaFallenEmpire.dll
index f4ce93a5..6b60045f 100644
Binary files a/1.6/1.6/Assemblies/WulaFallenEmpire.dll and b/1.6/1.6/Assemblies/WulaFallenEmpire.dll differ
diff --git a/1.6/1.6/Defs/ThingDefs/ThingDefs_WULA_Items_DamageShield.xml b/1.6/1.6/Defs/ThingDefs/ThingDefs_WULA_Items_DamageShield.xml
index bbdb55ce..26af2d7c 100644
--- a/1.6/1.6/Defs/ThingDefs/ThingDefs_WULA_Items_DamageShield.xml
+++ b/1.6/1.6/Defs/ThingDefs/ThingDefs_WULA_Items_DamageShield.xml
@@ -2,7 +2,7 @@
WULA_DamageShieldGenerator
-
+
一个便携式设备,可以激活并生成一个临时的能量护盾,抵挡即将到来的伤害。
Wula/Item/WULA_Syhth_Trainer
@@ -24,11 +24,13 @@
UseItem
+ 使用护盾发生器充能反应护盾
WULA_DamageShield
100
+
\ No newline at end of file
diff --git a/1.6/1.6/Defs/ThingDefs_Misc/ThingDefs_WULA_Items_DamageShield.xml b/1.6/1.6/Defs/ThingDefs_Misc/ThingDefs_WULA_Items_DamageShield.xml
deleted file mode 100644
index b03e2b25..00000000
--- a/1.6/1.6/Defs/ThingDefs_Misc/ThingDefs_WULA_Items_DamageShield.xml
+++ /dev/null
@@ -1,34 +0,0 @@
-
-
-
- WULA_DamageShieldGenerator
-
- 一个便携式设备,可以激活并生成一个临时的能量护盾,抵挡即将到来的伤害。
-
- Things/Item/WULA_DamageShieldGenerator
- Graphic_Single
-
- 1
- true
- false
-
- 50
- 500
- 0.5
- 1000
-
-
- Items
-
- Sellable
-
-
- UseItem
-
-
- WULA_DamageShield
- 10
-
-
-
-
\ No newline at end of file
diff --git a/MCP/vector_cache/knowledge_cache.json b/MCP/vector_cache/knowledge_cache.json
index 9b4a3b3b..04456c69 100644
--- a/MCP/vector_cache/knowledge_cache.json
+++ b/MCP/vector_cache/knowledge_cache.json
@@ -24837,5 +24837,1039 @@
],
"result": "--- 结果 1 (相似度: 1.000) ---\n文件路径: C:\\Steam\\steamapps\\common\\RimWorld\\Data\\dll1.6\\RimWorld\\CompShield.txt\n\npublic class CompShield : ThingComp\n{\n\tprotected float energy;\n\n\tprotected int ticksToReset = -1;\n\n\tprotected int lastKeepDisplayTick = -9999;\n\n\tprivate Vector3 impactAngleVect;\n\n\tprivate int lastAbsorbDamageTick = -9999;\n\n\tprivate const float MaxDamagedJitterDist = 0.05f;\n\n\tprivate const int JitterDurationTicks = 8;\n\n\tprivate int KeepDisplayingTicks = 1000;\n\n\tprivate float ApparelScorePerEnergyMax = 0.25f;\n\n\tprivate static readonly Material BubbleMat = MaterialPool.MatFrom(\"Other/ShieldBubble\", ShaderDatabase.Transparent);\n\n\tpublic CompProperties_Shield Props => (CompProperties_Shield)props;\n\n\tprivate float EnergyMax => parent.GetStatValue(StatDefOf.EnergyShieldEnergyMax);\n\n\tprivate float EnergyGainPerTick => parent.GetStatValue(StatDefOf.EnergyShieldRechargeRate) / 60f;\n\n\tpublic float Energy => energy;\n\n\tpublic ShieldState ShieldState\n\t{\n\t\tget\n\t\t{\n\t\t\tif (parent is Pawn p && (p.IsCharging() || p.IsSelfShutdown()))\n\t\t\t{\n\t\t\t\treturn ShieldState.Disabled;\n\t\t\t}\n\t\t\tCompCanBeDormant comp = parent.GetComp();\n\t\t\tif (comp != null && !comp.Awake)\n\t\t\t{\n\t\t\t\treturn ShieldState.Disabled;\n\t\t\t}\n\t\t\tif (ticksToReset <= 0)\n\t\t\t{\n\t\t\t\treturn ShieldState.Active;\n\t\t\t}\n\t\t\treturn ShieldState.Resetting;\n\t\t}\n\t}\n\n\tprotected bool ShouldDisplay\n\t{\n\t\tget\n\t\t{\n\t\t\tPawn pawnOwner = PawnOwner;\n\t\t\tif (!pawnOwner.Spawned || pawnOwner.Dead || pawnOwner.Downed)\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tif (pawnOwner.InAggroMentalState)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (pawnOwner.Drafted)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (pawnOwner.Faction.HostileTo(Faction.OfPlayer) && !pawnOwner.IsPrisoner)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (Find.TickManager.TicksGame < lastKeepDisplayTick + KeepDisplayingTicks)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (ModsConfig.BiotechActive && pawnOwner.IsColonyMech && Find.Selector.SingleSelectedThing == pawnOwner)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprotected Pawn PawnOwner\n\t{\n\t\tget\n\t\t{\n\t\t\tif (parent is Apparel apparel)\n\t\t\t{\n\t\t\t\treturn apparel.Wearer;\n\t\t\t}\n\t\t\tif (parent is Pawn result)\n\t\t\t{\n\t\t\t\treturn result;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tpublic bool IsApparel => parent is Apparel;\n\n\tprivate bool IsBuiltIn => !IsApparel;\n\n\tpublic override void PostExposeData()\n\t{\n\t\tbase.PostExposeData();\n\t\tScribe_Values.Look(ref energy, \"energy\", 0f);\n\t\tScribe_Values.Look(ref ticksToReset, \"ticksToReset\", -1);\n\t\tScribe_Values.Look(ref lastKeepDisplayTick, \"lastKeepDisplayTick\", 0);\n\t}\n\n\tpublic override IEnumerable CompGetWornGizmosExtra()\n\t{\n\t\tforeach (Gizmo item in base.CompGetWornGizmosExtra())\n\t\t{\n\t\t\tyield return item;\n\t\t}\n\t\tif (IsApparel)\n\t\t{\n\t\t\tforeach (Gizmo gizmo in GetGizmos())\n\t\t\t{\n\t\t\t\tyield return gizmo;\n\t\t\t}\n\t\t}\n\t\tif (!DebugSettings.ShowDevGizmos)\n\t\t{\n\t\t\tyield break;\n\t\t}\n\t\tCommand_Action command_Action = new Command_Action();\n\t\tcommand_Action.defaultLabel = \"DEV: Break\";\n\t\tcommand_Action.action = Break;\n\t\tyield return command_Action;\n\t\tif (ticksToReset > 0)\n\t\t{\n\t\t\tCommand_Action command_Action2 = new Command_Action();\n\t\t\tcommand_Action2.defaultLabel = \"DEV: Clear reset\";\n\t\t\tcommand_Action2.action = delegate\n\t\t\t{\n\t\t\t\tticksToReset = 0;\n\t\t\t};\n\t\t\tyield return command_Action2;\n\t\t}\n\t}\n\n\tpublic override IEnumerable CompGetGizmosExtra()\n\t{\n\t\tforeach (Gizmo item in base.CompGetGizmosExtra())\n\t\t{\n\t\t\tyield return item;\n\t\t}\n\t\tif (!IsBuiltIn)\n\t\t{\n\t\t\tyield break;\n\t\t}\n\t\tforeach (Gizmo gizmo in GetGizmos())\n\t\t{\n\t\t\tyield return gizmo;\n\t\t}\n\t}\n\n\tprivate IEnumerable GetGizmos()\n\t{\n\t\tif ((PawnOwner.Faction == Faction.OfPlayer || (parent is Pawn pawn && pawn.RaceProps.IsMechanoid)) && Find.Selector.SingleSelectedThing == PawnOwner)\n\t\t{\n\t\t\tGizmo_EnergyShieldStatus gizmo_EnergyShieldStatus = new Gizmo_EnergyShieldStatus();\n\t\t\tgizmo_EnergyShieldStatus.shield = this;\n\t\t\tyield return gizmo_EnergyShieldStatus;\n\t\t}\n\t}\n\n\tpublic override float CompGetSpecialApparelScoreOffset()\n\t{\n\t\treturn EnergyMax * ApparelScorePerEnergyMax;\n\t}\n\n\tpublic override void CompTick()\n\t{\n\t\tbase.CompTick();\n\t\tif (PawnOwner == null)\n\t\t{\n\t\t\tenergy = 0f;\n\t\t}\n\t\telse if (ShieldState == ShieldState.Resetting)\n\t\t{\n\t\t\tticksToReset--;\n\t\t\tif (ticksToReset <= 0)\n\t\t\t{\n\t\t\t\tReset();\n\t\t\t}\n\t\t}\n\t\telse if (ShieldState == ShieldState.Active)\n\t\t{\n\t\t\tenergy += EnergyGainPerTick;\n\t\t\tif (energy > EnergyMax)\n\t\t\t{\n\t\t\t\tenergy = EnergyMax;\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)\n\t{\n\t\tabsorbed = false;\n\t\tif (ShieldState != 0 || PawnOwner == null)\n\t\t{\n\t\t\treturn;\n\t\t}\n\t\tif (dinfo.Def == DamageDefOf.EMP)\n\t\t{\n\t\t\tenergy = 0f;\n\t\t\tBreak();\n\t\t}\n\t\telse if (!dinfo.Def.ignoreShields && (dinfo.Def.isRanged || dinfo.Def.isExplosive))\n\t\t{\n\t\t\tenergy -= dinfo.Amount * Props.energyLossPerDamage;\n\t\t\tif (energy < 0f)\n\t\t\t{\n\t\t\t\tBreak();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tAbsorbedDamage(dinfo);\n\t\t\t}\n\t\t\tabsorbed = true;\n\t\t}\n\t}\n\n\tpublic void KeepDisplaying()\n\t{\n\t\tlastKeepDisplayTick = Find.TickManager.TicksGame;\n\t}\n\n\tprivate void AbsorbedDamage(DamageInfo dinfo)\n\t{\n\t\tSoundDefOf.EnergyShield_AbsorbDamage.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));\n\t\timpactAngleVect = Vector3Utility.HorizontalVectorFromAngle(dinfo.Angle);\n\t\tVector3 loc = PawnOwner.TrueCenter() + impactAngleVect.RotatedBy(180f) * 0.5f;\n\t\tfloat num = Mathf.Min(10f, 2f + dinfo.Amount / 10f);\n\t\tFleckMaker.Static(loc, PawnOwner.Map, FleckDefOf.ExplosionFlash, num);\n\t\tint num2 = (int)num;\n\t\tfor (int i = 0; i < num2; i++)\n\t\t{\n\t\t\tFleckMaker.ThrowDustPuff(loc, PawnOwner.Map, Rand.Range(0.8f, 1.2f));\n\t\t}\n\t\tlastAbsorbDamageTick = Find.TickManager.TicksGame;\n\t\tKeepDisplaying();\n\t}\n\n\tprivate void Break()\n\t{\n\t\tif (parent.Spawned)\n\t\t{\n\t\t\tfloat scale = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, energy);\n\t\t\tEffecterDefOf.Shield_Break.SpawnAttached(parent, parent.MapHeld, scale);\n\t\t\tFleckMaker.Static(PawnOwner.TrueCenter(), PawnOwner.Map, FleckDefOf.ExplosionFlash, 12f);\n\t\t\tfor (int i = 0; i < 6; i++)\n\t\t\t{\n\t\t\t\tFleckMaker.ThrowDustPuff(PawnOwner.TrueCenter() + Vector3Utility.HorizontalVectorFromAngle(Rand.Range(0, 360)) * Rand.Range(0.3f, 0.6f), PawnOwner.Map, Rand.Range(0.8f, 1.2f));\n\t\t\t}\n\t\t}\n\t\tenergy = 0f;\n\t\tticksToReset = Props.startingTicksToReset;\n\t}\n\n\tprivate void Reset()\n\t{\n\t\tif (PawnOwner.Spawned)\n\t\t{\n\t\t\tSoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));\n\t\t\tFleckMaker.ThrowLightningGlow(PawnOwner.TrueCenter(), PawnOwner.Map, 3f);\n\t\t}\n\t\tticksToReset = -1;\n\t\tenergy = Props.energyOnReset;\n\t}\n\n\tpublic override void CompDrawWornExtras()\n\t{\n\t\tbase.CompDrawWornExtras();\n\t\tif (IsApparel)\n\t\t{\n\t\t\tDraw();\n\t\t}\n\t}\n\n\tpublic override void PostDraw()\n\t{\n\t\tbase.PostDraw();\n\t\tif (IsBuiltIn)\n\t\t{\n\t\t\tDraw();\n\t\t}\n\t}\n\n\tprivate void Draw()\n\t{\n\t\tif (ShieldState == ShieldState.Active && ShouldDisplay)\n\t\t{\n\t\t\tfloat num = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, energy);\n\t\t\tVector3 drawPos = PawnOwner.Drawer.DrawPos;\n\t\t\tdrawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();\n\t\t\tint num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;\n\t\t\tif (num2 < 8)\n\t\t\t{\n\t\t\t\tfloat num3 = (float)(8 - num2) / 8f * 0.05f;\n\t\t\t\tdrawPos += impactAngleVect * num3;\n\t\t\t\tnum -= num3;\n\t\t\t}\n\t\t\tfloat angle = Rand.Range(0, 360);\n\t\t\tVector3 s = new Vector3(num, 1f, num);\n\t\t\tMatrix4x4 matrix = default(Matrix4x4);\n\t\t\tmatrix.SetTRS(drawPos, Quaternion.AngleAxis(angle, Vector3.up), s);\n\t\t\tGraphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0);\n\t\t}\n\t}\n\n\tpublic override bool CompAllowVerbCast(Verb verb)\n\t{\n\t\tif (Props.blocksRangedWeapons)\n\t\t{\n\t\t\treturn !(verb is Verb_LaunchProjectile);\n\t\t}\n\t\treturn true;\n\t}\n}\n\n",
"timestamp": "2025-08-26 18:35:01,058"
+ },
+ "DamageDef": {
+ "keywords": [
+ "DamageDef"
+ ],
+ "question": "DamageDef",
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+ "result": "--- 结果 1 (相似度: 1.000) ---\n文件路径: C:\\Steam\\steamapps\\common\\RimWorld\\Data\\dll1.6\\Verse\\DamageDef.txt\n\npublic class DamageDef : Def\n{\n\tpublic Type workerClass = typeof(DamageWorker);\n\n\tprivate bool externalViolence;\n\n\tprivate bool externalViolenceForMechanoids;\n\n\tpublic bool hasForcefulImpact = true;\n\n\tpublic bool harmsHealth = true;\n\n\tpublic bool makesBlood = true;\n\n\tpublic bool canInterruptJobs = true;\n\n\tpublic bool isRanged;\n\n\tpublic bool makesAnimalsFlee;\n\n\tpublic bool execution;\n\n\tpublic RulePackDef combatLogRules;\n\n\tpublic float buildingDamageFactor = 1f;\n\n\tpublic float buildingDamageFactorPassable = 1f;\n\n\tpublic float buildingDamageFactorImpassable = 1f;\n\n\tpublic float plantDamageFactor = 1f;\n\n\tpublic float corpseDamageFactor = 1f;\n\n\tpublic bool causeStun;\n\n\tpublic int stunAdaptationTicks;\n\n\tpublic int? constantStunDurationTicks;\n\n\tpublic StatDef stunResistStat;\n\n\tpublic bool displayAdaptedTextMote = true;\n\n\t[MustTranslate]\n\tpublic string adaptedText;\n\n\tpublic bool canUseDeflectMetalEffect = true;\n\n\tpublic ImpactSoundTypeDef impactSoundType;\n\n\t[MustTranslate]\n\tpublic string deathMessage = \"{0} has been killed.\";\n\n\tpublic EffecterDef damageEffecter;\n\n\tpublic int defaultDamage = -1;\n\n\tpublic float defaultArmorPenetration = -1f;\n\n\tpublic float defaultStoppingPower;\n\n\tpublic List additionalHediffs;\n\n\tpublic List additionalHediffsThisPart;\n\n\tpublic bool applyAdditionalHediffsIfHuntingForFood = true;\n\n\tpublic DamageArmorCategoryDef armorCategory;\n\n\tpublic int minDamageToFragment = 99999;\n\n\tpublic FloatRange overkillPctToDestroyPart = new FloatRange(0f, 0.7f);\n\n\tpublic bool consideredHelpful;\n\n\tpublic SimpleCurve igniteChanceByTargetFlammability;\n\n\tpublic float igniteCellChance;\n\n\tpublic bool ignoreShields;\n\n\tpublic bool harmAllLayersUntilOutside;\n\n\tpublic HediffDef hediff;\n\n\tpublic HediffDef hediffSkin;\n\n\tpublic HediffDef hediffSolid;\n\n\tpublic bool isExplosive;\n\n\tpublic float explosionSnowMeltAmount = 1f;\n\n\tpublic bool explosionAffectOutsidePartsOnly = true;\n\n\tpublic ThingDef explosionCellMote;\n\n\tpublic FleckDef explosionCellFleck;\n\n\tpublic Color explosionColorCenter = Color.white;\n\n\tpublic Color explosionColorEdge = Color.white;\n\n\tpublic EffecterDef explosionInteriorEffecter;\n\n\tpublic ThingDef explosionInteriorMote;\n\n\tpublic FleckDef explosionInteriorFleck;\n\n\tpublic ThingDef explosionCenterMote;\n\n\tpublic FleckDef explosionCenterFleck;\n\n\tpublic EffecterDef explosionCenterEffecter;\n\n\tpublic EffecterDef explosionCellEffecter;\n\n\tpublic float explosionCellEffecterChance;\n\n\tpublic float explosionCellEffecterMaxRadius;\n\n\tpublic float explosionHeatEnergyPerCell;\n\n\tpublic float expolosionPropagationSpeed = 1f;\n\n\tpublic SoundDef soundExplosion;\n\n\tpublic float explosionInteriorCellCountMultiplier = 1f;\n\n\tpublic float explosionInteriorCellDistanceMultiplier = 0.7f;\n\n\tpublic float stabChanceOfForcedInternal;\n\n\tpublic SimpleCurve cutExtraTargetsCurve;\n\n\tpublic float cutCleaveBonus;\n\n\tpublic float bluntInnerHitChance;\n\n\tpublic FloatRange bluntInnerHitDamageFractionToConvert;\n\n\tpublic FloatRange bluntInnerHitDamageFractionToAdd;\n\n\tpublic float bluntStunDuration = 1f;\n\n\tpublic SimpleCurve bluntStunChancePerDamagePctOfCorePartToHeadCurve;\n\n\tpublic SimpleCurve bluntStunChancePerDamagePctOfCorePartToBodyCurve;\n\n\tpublic float scratchSplitPercentage = 0.5f;\n\n\tpublic bool scaleDamageToBuildingsBasedOnFlammability;\n\n\t[Unsaved(false)]\n\tprivate DamageWorker workerInt;\n\n\tpublic DamageWorker Worker\n\t{\n\t\tget\n\t\t{\n\t\t\tif (workerInt == null)\n\t\t\t{\n\t\t\t\tworkerInt = (DamageWorker)Activator.CreateInstance(workerClass);\n\t\t\t\tworkerInt.def = this;\n\t\t\t}\n\t\t\treturn workerInt;\n\t\t}\n\t}\n\n\tpublic bool ExternalViolenceFor(Thing thing)\n\t{\n\t\tif (externalViolence)\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t\tif (externalViolenceForMechanoids)\n\t\t{\n\t\t\tif (thing is Pawn pawn && pawn.RaceProps.IsMechanoid)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (thing is Building_Turret)\n\t\t\t{\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n}\n\n",
+ "timestamp": "2025-08-26 19:36:23,398"
}
}
\ No newline at end of file
diff --git a/Source/WulaFallenEmpire/DRMDamageShield.cs b/Source/WulaFallenEmpire/DRMDamageShield.cs
index 441ed989..bb487850 100644
--- a/Source/WulaFallenEmpire/DRMDamageShield.cs
+++ b/Source/WulaFallenEmpire/DRMDamageShield.cs
@@ -27,7 +27,6 @@ namespace WulaFallenEmpire
}
}
- [StaticConstructorOnStartup] // 确保在游戏启动时加载
public class DRMDamageShield : ThingComp
{
// 从 Hediff_DamageShield 获取层数作为能量
@@ -69,19 +68,6 @@ namespace WulaFallenEmpire
private Vector3 impactAngleVect;
private int lastAbsorbDamageTick = -9999;
- private const float MaxDamagedJitterDist = 0.05f;
- private const int JitterDurationTicks = 8;
- private int KeepDisplayingTicks = 1000;
-
- // 获取原版 CompShield 的 BubbleMat
- private static readonly Material BubbleMat;
-
- static DRMDamageShield()
- {
- // 使用 Harmony AccessTools 获取 CompShield 的私有静态字段 BubbleMat
- BubbleMat = (Material)AccessTools.Field(typeof(CompShield), "BubbleMat").GetValue(null);
- }
-
public DRMCompShieldProp Props => (DRMCompShieldProp)props;
public ShieldState ShieldState
@@ -100,35 +86,6 @@ namespace WulaFallenEmpire
}
}
- protected bool ShouldDisplay
- {
- get
- {
- Pawn pawnOwner = PawnOwner;
- if (pawnOwner == null || !pawnOwner.Spawned || pawnOwner.Dead || pawnOwner.Downed)
- {
- return false;
- }
- if (pawnOwner.InAggroMentalState)
- {
- return true;
- }
- if (pawnOwner.Drafted)
- {
- return true;
- }
- if (pawnOwner.Faction.HostileTo(Faction.OfPlayer) && !pawnOwner.IsPrisoner)
- {
- return true;
- }
- if (Find.TickManager.TicksGame < lastKeepDisplayTick + KeepDisplayingTicks)
- {
- return true;
- }
- return false;
- }
- }
-
protected Pawn PawnOwner
{
get
@@ -179,18 +136,9 @@ namespace WulaFallenEmpire
return;
}
- // 如果是 EMP 伤害,且护盾没有 EMP 抗性(这里假设我们的护盾没有),则直接击穿
- // 为了简化,我们假设我们的次数盾没有 EMP 抗性,任何 EMP 伤害都会直接击穿
- if (dinfo.Def == DamageDefOf.EMP)
- {
- Energy = 0; // 能量归零
- Notify_ShieldBreak(); // 触发护盾击穿效果
- absorbed = true;
- return;
- }
-
- // 如果是远程或爆炸伤害,且护盾阻挡这些类型
- if (Props.blocksRangedWeapons && (dinfo.Def.isRanged || dinfo.Def.isExplosive))
+ // 我们的护盾阻挡所有伤害类型,但不包含手术
+ // 如果伤害类型不被认为是“有益的”(例如,不是手术),则阻挡
+ if (!dinfo.Def.consideredHelpful)
{
// 消耗一层护盾
damageShield.ShieldCharges--;
@@ -259,32 +207,5 @@ namespace WulaFallenEmpire
lastKeepDisplayTick = Find.TickManager.TicksGame;
}
- public override void PostDraw()
- {
- base.PostDraw();
- Draw();
- }
-
- private void Draw()
- {
- if (ShieldState == ShieldState.Active && ShouldDisplay)
- {
- float num = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
- Vector3 drawPos = PawnOwner.Drawer.DrawPos;
- drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
- int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
- if (num2 < JitterDurationTicks) // 使用 JitterDurationTicks
- {
- float num3 = (float)(JitterDurationTicks - num2) / JitterDurationTicks * MaxDamagedJitterDist; // 使用 MaxDamagedJitterDist
- drawPos += impactAngleVect * num3;
- num -= num3;
- }
- float angle = Rand.Range(0, 360);
- Vector3 s = new Vector3(num, 1f, num);
- Matrix4x4 matrix = default(Matrix4x4);
- matrix.SetTRS(drawPos, Quaternion.AngleAxis(angle, Vector3.up), s);
- Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0);
- }
- }
}
}
\ No newline at end of file