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// CompBuildToPawn_SimpleDelay.cs
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompBuildToPawn : ThingComp
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{
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public CompProperties_BuildToPawn Props => (CompProperties_BuildToPawn)props;
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private bool shouldSpawn = false;
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private int delayCounter = 0;
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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// 跳过存档加载和蓝图/框架
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if (respawningAfterLoad || parent.def.IsBlueprint || parent.def.IsFrame)
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return;
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// 延迟一帧
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shouldSpawn = true;
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delayCounter = 0;
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}
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public override void CompTick()
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{
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base.CompTick();
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if (shouldSpawn && delayCounter >= 1) // 延迟一帧后执行
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{
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if (Props.pawnKindDef != null && parent != null && !parent.Destroyed && parent.Map != null)
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{
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// 生成Pawn
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for (int i = 0; i < Props.spawnCount; i++)
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{
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Pawn pawn = PawnGenerator.GeneratePawn(Props.pawnKindDef);
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if (Props.inheritFaction)
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pawn.SetFaction(parent.Faction, null);
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GenSpawn.Spawn(pawn, parent.Position, parent.Map, WipeMode.Vanish);
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if (Props.initDrafted && pawn.drafter!=null)
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pawn.drafter.Drafted = true;
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}
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if (Props.destroyBuilding)
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// 摧毁建筑
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parent.Destroy();
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}
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shouldSpawn = false;
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}
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else if (shouldSpawn)
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{
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delayCounter++;
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}
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}
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}
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}
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