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@@ -87,184 +87,12 @@ namespace WulaFallenEmpire
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}
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}
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private bool ShouldAttackVolleyTarget
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{
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get
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{
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if (!VolleyTargetManager.IsVolleyEnabled(Pawn))
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return false;
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LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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if (!volleyTarget.IsValid)
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return false;
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// 检查目标是否在射程内
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float distance = Pawn.Position.DistanceTo(volleyTarget.Cell);
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if (distance > AttackVerb.verbProps.range)
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return false;
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// 检查是否可以命中目标
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return AttackVerb.CanHitTarget(volleyTarget);
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}
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}
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public override void CompPostTick(ref float severityAdjustment)
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{
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base.CompPostTick(ref severityAdjustment);
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if (!TurretEnabled)
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{
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ResetCurrentTarget();
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return;
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}
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if (!this.CanShoot)
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{
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return;
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}
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// 新增:优先处理齐射目标
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if (ShouldAttackVolleyTarget)
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{
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LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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this.currentTarget = volleyTarget;
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this.curRotation = (volleyTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
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}
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else if (this.currentTarget.IsValid)
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{
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this.curRotation = (this.currentTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
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}
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this.AttackVerb.VerbTick();
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if (this.AttackVerb.state != VerbState.Bursting)
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{
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if (this.WarmingUp)
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{
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this.burstWarmupTicksLeft--;
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if (this.burstWarmupTicksLeft == 0)
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{
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this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
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this.lastAttackTargetTick = Find.TickManager.TicksGame;
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this.lastAttackedTarget = this.currentTarget;
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return;
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}
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}
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else
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{
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if (this.burstCooldownTicksLeft > 0)
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{
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this.burstCooldownTicksLeft--;
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}
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if (this.burstCooldownTicksLeft <= 0 && this.Pawn.IsHashIntervalTick(10))
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{
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// 只有在没有齐射目标时才寻找新目标
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if (!ShouldAttackVolleyTarget)
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{
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this.currentTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this, TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable, null, 0f, 9999f);
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if (this.currentTarget.IsValid)
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{
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this.burstWarmupTicksLeft = 1;
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return;
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}
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}
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this.ResetCurrentTarget();
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}
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}
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}
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}
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// 新增:齐射Gizmos
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public override IEnumerable<Gizmo> CompGetGizmos()
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{
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// 只有 pawn 被选中且是玩家派系时才显示按钮
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if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
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{
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// 原有开关按钮
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yield return new Command_Toggle
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{
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defaultLabel = "CommandToggleTurret".Translate(),
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defaultDesc = "CommandToggleTurretDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
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isActive = () => TurretEnabled,
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toggleAction = () => TurretEnabled = !TurretEnabled,
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hotKey = KeyBindingDefOf.Misc1
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};
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// 新增:齐射开关按钮
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yield return new Command_Toggle
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{
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defaultLabel = "CommandToggleVolley".Translate(),
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defaultDesc = "CommandToggleVolleyDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/VolleyFire"),
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isActive = () => VolleyTargetManager.IsVolleyEnabled(Pawn),
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toggleAction = () => VolleyTargetManager.ToggleVolley(Pawn),
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hotKey = KeyBindingDefOf.Misc2
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};
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// 新增:设置齐射目标按钮(只在齐射启用时显示)
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if (VolleyTargetManager.IsVolleyEnabled(Pawn))
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{
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yield return new Command_Action
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{
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defaultLabel = "CommandSetVolleyTarget".Translate(),
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defaultDesc = "CommandSetVolleyTargetDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/SetTarget"),
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action = () => Find.Targeter.BeginTargeting(TargetingParameters.ForAttack(),
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delegate (LocalTargetInfo target)
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{
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VolleyTargetManager.SetVolleyTarget(Pawn, target);
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},
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null,
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null,
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"SetVolleyTarget".Translate()),
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hotKey = KeyBindingDefOf.Misc3
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};
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// 新增:清除齐射目标按钮
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LocalTargetInfo currentVolleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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if (currentVolleyTarget.IsValid)
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{
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yield return new Command_Action
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{
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defaultLabel = "CommandClearVolleyTarget".Translate(),
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defaultDesc = "CommandClearVolleyTargetDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ClearTarget"),
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action = () => VolleyTargetManager.ClearVolleyTarget(Pawn),
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hotKey = KeyBindingDefOf.Misc4
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};
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}
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}
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}
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}
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// 新增:在提示中显示齐射状态
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public override string CompTipStringExtra
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{
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get
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{
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string baseString = base.CompTipStringExtra;
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string turretStatus = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
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string volleyStatus = "Volley: ";
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if (VolleyTargetManager.IsVolleyEnabled(Pawn))
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{
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LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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if (volleyTarget.IsValid)
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{
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volleyStatus += $"Targeting {volleyTarget.Thing?.LabelCap ?? volleyTarget.Cell.ToString()}";
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}
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else
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{
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volleyStatus += "Enabled (No Target)";
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}
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}
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else
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{
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volleyStatus += "Disabled";
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}
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string result = turretStatus + "\n" + volleyStatus;
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return string.IsNullOrEmpty(baseString) ? result : baseString + "\n" + result;
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}
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}
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// 新增:炮塔启用状态
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public bool TurretEnabled
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{
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get { return turretEnabled; }
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set
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{
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set
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{
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turretEnabled = value;
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if (!turretEnabled)
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{
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@@ -366,7 +194,7 @@ namespace WulaFallenEmpire
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public override void CompPostTick(ref float severityAdjustment)
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{
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base.CompPostTick(ref severityAdjustment);
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// 新增:只在启用状态下执行攻击逻辑
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if (!TurretEnabled)
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{
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@@ -432,7 +260,7 @@ namespace WulaFallenEmpire
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Scribe_Values.Look<bool>(ref this.fireAtWill, "fireAtWill", true, false);
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// 新增:保存启用状态
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Scribe_Values.Look<bool>(ref this.turretEnabled, "turretEnabled", Props.defaultEnabled, false);
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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if (this.gun == null)
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@@ -486,11 +314,11 @@ namespace WulaFallenEmpire
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private LocalTargetInfo lastAttackedTarget = LocalTargetInfo.Invalid;
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private int lastAttackTargetTick;
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private float curRotation;
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// 新增:炮塔启用状态字段
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private bool turretEnabled = true;
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[Unsaved(false)]
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public Material turretMat;
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}
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}
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}
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