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This commit is contained in:
@@ -21,9 +21,6 @@ namespace WulaFallenEmpire
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Map map = parent.pawn.MapHeld;
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if (map == null) return;
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// 播放发射特效(在施法者位置)- 在释放瞬间播放
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//PlayCastEffecter(target, map);
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// 获取扇形区域内的所有单元格
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List<IntVec3> affectedCells = AffectedCells(target);
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@@ -56,38 +53,15 @@ namespace WulaFallenEmpire
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// 为每个受影响的目标播放命中效果器并处理效果
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foreach (Thing affectedThing in affectedTargets)
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{
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PlayHitEffecter(affectedThing, map);
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// 只对建筑和Pawn播放命中特效
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if (affectedThing is Building || affectedThing is Pawn)
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{
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PlayHitEffecter(affectedThing, map);
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}
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ProcessTarget(affectedThing);
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}
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}
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private void PlayCastEffecter(LocalTargetInfo target, Map map)
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{
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try
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{
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if (Props.castEffecter == null) return;
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// 在释放瞬间创建效果器,确保正确的方向
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Effecter effecter = Props.castEffecter.Spawn(Pawn.Position, target.Cell, map);
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if (Props.castEffecterMaintainTicks > 0)
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{
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// 使用与参考代码相同的方法来维持效果器
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parent.AddEffecterToMaintain(effecter, Pawn.Position, target.Cell, Props.castEffecterMaintainTicks, map);
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}
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else
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{
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effecter.Cleanup();
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}
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Log.Message($"[AreaDestruction] Played cast effecter from {Pawn.Position} to {target.Cell}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error playing cast effecter: {ex.Message}");
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}
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}
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private void PlayHitEffecter(Thing target, Map map)
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{
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try
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@@ -99,7 +73,6 @@ namespace WulaFallenEmpire
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Vector3 directionFromCaster = (target.Position.ToVector3Shifted() - Pawn.Position.ToVector3Shifted()).normalized;
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// 计算反向位置:目标位置 + 反向向量 * 距离
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// 这样特效会从目标位置向施法者的反方向播放
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IntVec3 reversePosition = target.Position + new IntVec3(
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Mathf.RoundToInt(-directionFromCaster.x * 2f),
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0,
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@@ -110,7 +83,6 @@ namespace WulaFallenEmpire
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reversePosition = reversePosition.ClampInsideMap(map);
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// 使用两个位置参数来设置效果器方向
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// 从目标位置到反向位置,这样特效会向施法者反方向播放
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Effecter effecter = Props.hitEffecter.Spawn(target.Position, reversePosition, map);
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if (Props.hitEffecterMaintainTicks > 0)
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@@ -123,7 +95,8 @@ namespace WulaFallenEmpire
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effecter.Cleanup();
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}
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Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position} with reverse direction to {reversePosition}");
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// 可选:记录日志用于调试
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// Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position}");
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}
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catch (System.Exception ex)
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{
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@@ -156,10 +129,15 @@ namespace WulaFallenEmpire
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{
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DestroyAllBodyParts(targetPawn);
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}
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// 其他类型的物体(如物品、植物等)不进行处理
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}
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private bool ShouldAffectThing(Thing thing)
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{
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// 只影响建筑和Pawn
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if (!(thing is Building) && !(thing is Pawn))
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return false;
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// 检查是否影响施法者自己
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if (thing == Pawn && !Props.affectCaster)
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return false;
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@@ -190,7 +168,8 @@ namespace WulaFallenEmpire
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// 直接销毁建筑
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building.Destroy(DestroyMode.Vanish);
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Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
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// 可选:记录日志用于调试
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// Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
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}
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catch (System.Exception ex)
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{
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@@ -213,7 +192,7 @@ namespace WulaFallenEmpire
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int partsDestroyed = 0;
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foreach (var bodyPartRecord in bodyPartRecords)
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{
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// 跳过核心部位以避免立即死亡(可选,根据需求调整)
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// 跳过核心部位以避免立即死亡
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if (IsCoreBodyPart(bodyPartRecord)) continue;
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// 检查该部位是否已经缺失
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@@ -231,7 +210,8 @@ namespace WulaFallenEmpire
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// 检查pawn是否还"活着"(没有核心部位缺失时可能还能存活)
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CheckPawnViability(targetPawn);
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Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
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// 可选:记录日志用于调试
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// Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
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}
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}
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catch (System.Exception ex)
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@@ -290,7 +270,7 @@ namespace WulaFallenEmpire
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List<Thing> thingList = cell.GetThingList(Pawn.Map);
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for (int i = 0; i < thingList.Count; i++)
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{
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if (thingList[i].Faction == Pawn.Faction)
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if (thingList[i] is Pawn pawn && pawn.Faction == Pawn.Faction)
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{
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return false;
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}
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@@ -0,0 +1,108 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_SpawnAligned : CompAbilityEffect_Spawn
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{
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public new CompProperties_AbilitySpawnAligned Props => (CompProperties_AbilitySpawnAligned)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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// 获取刚刚生成的物品
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Thing spawnedThing = target.Cell.GetFirstThing(parent.pawn.Map, Props.thingDef);
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if (spawnedThing != null && Props.alignFaction)
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{
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AlignThingFaction(spawnedThing);
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}
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}
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/// <summary>
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/// 将生成的物品与施法者阵营对齐
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/// </summary>
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private void AlignThingFaction(Thing spawnedThing)
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{
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Faction casterFaction = parent.pawn.Faction;
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// 处理生物
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if (spawnedThing is Pawn spawnedPawn)
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{
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AlignPawnFaction(spawnedPawn, casterFaction);
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}
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// 处理建筑
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else if (spawnedThing is Building building)
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{
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AlignBuildingFaction(building, casterFaction);
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}
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// 处理其他有阵营的物品
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else
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{
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AlignThingWithCompsFaction(spawnedThing, casterFaction);
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}
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}
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/// <summary>
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/// 对齐生物阵营
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/// </summary>
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private void AlignPawnFaction(Pawn pawn, Faction casterFaction)
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{
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// 设置生物阵营
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if (pawn.Faction != casterFaction)
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{
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pawn.SetFaction(casterFaction);
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}
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// 如果是野生动物,尝试驯服
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if (pawn.Faction == null && pawn.RaceProps.Animal && casterFaction == Faction.OfPlayer)
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{
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pawn.SetFaction(casterFaction);
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}
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}
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/// <summary>
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/// 对齐建筑阵营
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/// </summary>
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private void AlignThingWithCompsFaction(Thing thing, Faction casterFaction)
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{
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if (thing.Faction != casterFaction)
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{
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thing.SetFaction(casterFaction);
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}
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}
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/// <summary>
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/// 对齐建筑阵营
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/// </summary>
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private void AlignBuildingFaction(Building building, Faction casterFaction)
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{
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if (building.Faction != casterFaction)
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{
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building.SetFaction(casterFaction);
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}
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}
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public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
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{
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// 先调用基类的验证
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if (!base.Valid(target, throwMessages))
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{
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return false;
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}
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// 额外的阵营检查
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if (Props.alignFaction && parent.pawn.Faction == null)
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{
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if (throwMessages)
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{
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Messages.Message("CannotSpawnAlignedWithoutFaction".Translate(),
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parent.pawn, MessageTypeDefOf.RejectInput, false);
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}
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return false;
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}
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return true;
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}
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}
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}
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@@ -0,0 +1,16 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_AbilitySpawnAligned : CompProperties_AbilitySpawn
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{
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// 是否将生成的物品与施法者阵营对齐
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public bool alignFaction = true;
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public CompProperties_AbilitySpawnAligned()
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{
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compClass = typeof(CompAbilityEffect_SpawnAligned);
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}
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}
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}
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@@ -0,0 +1,229 @@
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_TeleportSelf : CompAbilityEffect
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{
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public static string SkipUsedSignalTag = "CompAbilityEffect.SkipUsed";
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public new CompProperties_AbilityTeleportSelf Props => (CompProperties_AbilityTeleportSelf)props;
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public override IEnumerable<PreCastAction> GetPreCastActions()
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{
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yield return new PreCastAction
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{
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action = delegate(LocalTargetInfo target, LocalTargetInfo dest)
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{
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Pawn caster = parent.pawn;
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Map map = caster.Map;
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// 使用自定义或默认的入口特效
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if (Props.customEntryFleck != null)
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{
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// 自定义入口粒子效果
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FleckMaker.Static(caster.Position, map, Props.customEntryFleck);
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}
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else
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{
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// 默认入口粒子效果
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FleckMaker.Static(caster.Position, map, FleckDefOf.PsycastSkipFlashEntry);
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}
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// 使用自定义或默认的出口特效
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if (Props.customExitFleck != null)
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{
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// 自定义出口粒子效果
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FleckMaker.Static(target.Cell, map, Props.customExitFleck);
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// 如果需要更大的效果,可以创建多个粒子
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if (Props.effectScale > 1.5f)
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{
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for (int i = 0; i < Mathf.FloorToInt(Props.effectScale); i++)
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{
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Vector3 offset = new Vector3(Rand.Range(-0.5f, 0.5f), 0f, Rand.Range(-0.5f, 0.5f));
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FleckMaker.Static(target.Cell.ToVector3Shifted() + offset, map, Props.customExitFleck);
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}
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}
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}
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else
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{
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// 默认出口粒子效果
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FleckMaker.Static(target.Cell, map, FleckDefOf.PsycastSkipInnerExit);
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FleckMaker.Static(target.Cell, map, FleckDefOf.PsycastSkipOuterRingExit);
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}
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// 播放传送音效
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SoundDefOf.Psycast_Skip_Entry.PlayOneShot(new TargetInfo(caster.Position, map));
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SoundDefOf.Psycast_Skip_Exit.PlayOneShot(new TargetInfo(target.Cell, map));
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},
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ticksAwayFromCast = 5
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};
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}
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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if (!target.IsValid)
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{
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return;
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}
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Pawn caster = parent.pawn;
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Map map = caster.Map;
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// 使用自定义或默认的入口效果器
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EffecterDef entryEffecter = Props.customEntryEffecter ?? EffecterDefOf.Skip_Entry;
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Effecter entryEffect = entryEffecter.Spawn(caster, map);
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// 应用效果缩放
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if (Props.effectScale != 1.0f && entryEffect is Effecter effect)
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{
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// 这里可以添加效果缩放的逻辑
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// 注意:Effecter类可能没有直接的缩放属性,需要根据具体实现调整
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}
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parent.AddEffecterToMaintain(entryEffect, caster.Position, 60);
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// 使用自定义或默认的出口效果器
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EffecterDef exitEffecter = Props.customExitEffecter ?? EffecterDefOf.Skip_Exit;
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Effecter exitEffect = exitEffecter.Spawn(target.Cell, map);
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parent.AddEffecterToMaintain(exitEffect, target.Cell, 60);
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// 唤醒可能休眠的组件
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caster.TryGetComp<CompCanBeDormant>()?.WakeUp();
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// 执行传送
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caster.Position = target.Cell;
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caster.Notify_Teleported();
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// 如果是玩家阵营,解除战争迷雾
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if ((caster.Faction == Faction.OfPlayer || caster.IsPlayerControlled) && caster.Position.Fogged(map))
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{
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FloodFillerFog.FloodUnfog(caster.Position, map);
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}
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// 传送后眩晕
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caster.stances.stunner.StunFor(Props.stunTicks.RandomInRange, caster, addBattleLog: false, showMote: false);
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// 发送传送信号
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SendSkipUsedSignal(caster.Position, caster);
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// 播放到达时的喧嚣效果
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if (Props.destClamorType != null)
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{
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// 根据效果缩放调整喧嚣半径
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float adjustedRadius = Props.destClamorRadius * Props.effectScale;
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GenClamor.DoClamor(caster, target.Cell, adjustedRadius, Props.destClamorType);
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}
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}
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public override bool Valid(LocalTargetInfo target, bool showMessages = true)
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{
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// 检查目的地是否有效
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if (!CanTeleportTo(target.Cell, parent.pawn.Map))
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{
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if (showMessages)
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{
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Messages.Message("CannotTeleportToLocation".Translate(),
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new LookTargets(target.Cell, parent.pawn.Map),
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MessageTypeDefOf.RejectInput);
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}
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return false;
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}
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return base.Valid(target, showMessages);
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}
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/// <summary>
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/// 检查是否可以命中目标
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/// </summary>
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public bool CanHitTarget(LocalTargetInfo target)
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{
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// 检查是否在范围内
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if (Props.range > 0f && target.Cell.DistanceTo(parent.pawn.Position) > Props.range)
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{
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return false;
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}
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// 检查视线(如果需要)
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if (Props.requireLineOfSight && !GenSight.LineOfSight(parent.pawn.Position, target.Cell, parent.pawn.Map))
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{
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return false;
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}
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// 检查是否可以传送到该位置
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return CanTeleportTo(target.Cell, parent.pawn.Map);
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}
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/// <summary>
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/// 检查是否可以传送到指定位置
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/// </summary>
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private bool CanTeleportTo(IntVec3 cell, Map map)
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{
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if (!cell.InBounds(map))
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return false;
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// 检查战争迷雾
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if (!Props.canTeleportToFogged && cell.Fogged(map))
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return false;
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// 检查屋顶
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if (!Props.canTeleportToRoofed && map.roofGrid.Roofed(cell))
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return false;
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||||
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// 检查是否可站立
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if (!cell.Standable(map))
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return false;
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||||
// 检查是否有障碍物
|
||||
Building edifice = cell.GetEdifice(map);
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if (edifice != null && edifice.def.surfaceType != SurfaceType.Item &&
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||||
edifice.def.surfaceType != SurfaceType.Eat && !(edifice is Building_Door { Open: not false }))
|
||||
{
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||||
return false;
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||||
}
|
||||
|
||||
// 检查是否有物品阻挡
|
||||
List<Thing> thingList = cell.GetThingList(map);
|
||||
for (int i = 0; i < thingList.Count; i++)
|
||||
{
|
||||
if (thingList[i].def.category == ThingCategory.Item)
|
||||
{
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||||
return false;
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||||
}
|
||||
}
|
||||
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return true;
|
||||
}
|
||||
|
||||
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
|
||||
{
|
||||
if (!CanHitTarget(target))
|
||||
{
|
||||
return "CannotTeleportToLocation".Translate();
|
||||
}
|
||||
return base.ExtraLabelMouseAttachment(target);
|
||||
}
|
||||
|
||||
public override void DrawEffectPreview(LocalTargetInfo target)
|
||||
{
|
||||
// 绘制传送目的地的预览
|
||||
GenDraw.DrawTargetHighlight(target);
|
||||
|
||||
// 绘制传送范围
|
||||
if (Props.range > 0)
|
||||
{
|
||||
GenDraw.DrawRadiusRing(parent.pawn.Position, Props.range);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SendSkipUsedSignal(LocalTargetInfo target, Thing initiator)
|
||||
{
|
||||
Find.SignalManager.SendSignal(new Signal(SkipUsedSignalTag, target.Named("POSITION"), initiator.Named("SUBJECT")));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_AbilityTeleportSelf : CompProperties_AbilityEffect
|
||||
{
|
||||
public float range = 12f;
|
||||
public IntRange stunTicks = new IntRange(30, 60);
|
||||
public float maxBodySize = 2f;
|
||||
|
||||
// 到达时的喧嚣效果
|
||||
public ClamorDef destClamorType;
|
||||
public float destClamorRadius = 2f;
|
||||
|
||||
// 传送限制
|
||||
public bool requireLineOfSight = true;
|
||||
public bool canTeleportToFogged = true;
|
||||
public bool canTeleportToRoofed = true;
|
||||
|
||||
// 自定义效果器 - 为大型生物设计
|
||||
public EffecterDef customEntryEffecter;
|
||||
public EffecterDef customExitEffecter;
|
||||
public FleckDef customEntryFleck;
|
||||
public FleckDef customExitFleck;
|
||||
public float effectScale = 1.0f; // 效果缩放比例
|
||||
|
||||
public CompProperties_AbilityTeleportSelf()
|
||||
{
|
||||
compClass = typeof(CompAbilityEffect_TeleportSelf);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user