冠军甲
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@@ -53,14 +53,14 @@ namespace WulaFallenEmpire
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{
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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Messages.Message("回收器已满", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_RecyclerFull".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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storedMechanoidCount++;
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mech.Destroy(); // 直接销毁,不存储实例
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Messages.Message($"机械族 {mech.LabelCap} 已回收 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
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Messages.Message("WULA_MechRecycled".Translate(mech.LabelCap, storedMechanoidCount, Props.maxStorageCapacity),
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MessageTypeDefOf.PositiveEvent);
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// 通知转换组件存储更新
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@@ -100,7 +100,7 @@ namespace WulaFallenEmpire
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{
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if (storedMechanoidCount == 0)
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{
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Messages.Message("没有可用的机械族进行转换", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NoMechsToConvert".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -121,7 +121,7 @@ namespace WulaFallenEmpire
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{
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if (!ConsumeMechanoids(count))
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{
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Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -143,7 +143,7 @@ namespace WulaFallenEmpire
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}
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TrySpawnFromQueue();
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Messages.Message($"正在转换 {count} 个机械族为 {kindDef.LabelCap}", MessageTypeDefOf.PositiveEvent);
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Messages.Message("WULA_ConvertingMechs".Translate(count, kindDef.LabelCap), MessageTypeDefOf.PositiveEvent);
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}
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private void TrySpawnFromQueue()
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@@ -194,15 +194,15 @@ namespace WulaFallenEmpire
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// 回收附近机械族按钮
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Command_Action recycleCommand = new Command_Action
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{
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defaultLabel = "回收附近机械族",
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defaultDesc = $"命令附近 {Props.recycleRange} 格内的机械族前来回收",
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defaultLabel = "WULA_RecycleNearbyMechs".Translate(),
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defaultDesc = "WULA_RecycleNearbyMechsDesc".Translate(Props.recycleRange),
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_RecycleNearbyMechanoids"),
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action = RecycleNearbyMechanoids
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};
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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recycleCommand.Disable("储存器已满");
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recycleCommand.Disable("WULA_StorageFull".Translate());
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}
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yield return recycleCommand;
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@@ -210,15 +210,15 @@ namespace WulaFallenEmpire
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// 生成机械族按钮
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Command_Action spawnCommand = new Command_Action
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{
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defaultLabel = "转换机械族",
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defaultDesc = $"将储存的机械族转换为其他单位 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
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defaultLabel = "WULA_ConvertMechs".Translate(),
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defaultDesc = "WULA_ConvertMechsDesc".Translate(storedMechanoidCount, Props.maxStorageCapacity),
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_ConvertMechanoids"),
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action = OpenSpawnInterface
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};
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if (storedMechanoidCount == 0)
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{
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spawnCommand.Disable("没有可用的机械族");
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spawnCommand.Disable("WULA_NoAvailableMechs".Translate());
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}
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yield return spawnCommand;
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@@ -229,7 +229,7 @@ namespace WulaFallenEmpire
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{
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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Messages.Message("储存器已满", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_StorageFull".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -237,7 +237,7 @@ namespace WulaFallenEmpire
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if (nearbyMechs.Count == 0)
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{
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Messages.Message("附近没有可回收的机械族", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NoNearbyRecyclableMechs".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -250,7 +250,7 @@ namespace WulaFallenEmpire
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}
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}
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Messages.Message($"已命令 {assignedCount} 个机械族前来回收", MessageTypeDefOf.PositiveEvent);
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Messages.Message("WULA_MechsOrderedToRecycle".Translate(assignedCount), MessageTypeDefOf.PositiveEvent);
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}
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private List<Pawn> FindNearbyRecyclableMechanoids()
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@@ -312,7 +312,7 @@ namespace WulaFallenEmpire
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stringBuilder.Append(baseString);
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}
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string storedInfo = $"储存机械族: {storedMechanoidCount}/{Props.maxStorageCapacity}";
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string storedInfo = "WULA_StoredMechs".Translate(storedMechanoidCount, Props.maxStorageCapacity);
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if (stringBuilder.Length > 0)
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stringBuilder.AppendLine();
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@@ -322,7 +322,7 @@ namespace WulaFallenEmpire
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if (IsCooldownActive)
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{
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stringBuilder.AppendLine();
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stringBuilder.Append($"转换冷却: {GetRemainingCooldownHours():F1} 小时");
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stringBuilder.Append("WULA_TransformCooldown".Translate(GetRemainingCooldownHours().ToString("F1")));
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}
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return stringBuilder.ToString();
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