This commit is contained in:
Tourswen
2025-11-30 14:39:22 +08:00
parent 14a2cf542c
commit 6a5c5bd9aa
60 changed files with 3121 additions and 670 deletions

View File

@@ -83,22 +83,34 @@ namespace WulaFallenEmpire
}
}
private void PlayTransformEffects(IntVec3 position, Map map)
{
//// 播放转换视觉效果
//for (int i = 0; i < 3; i++)
//{
// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
// MoteMaker.ThrowLightningGlow(position.ToVector3Shifted(), map, 2f);
//}
//// 播放音效
//SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(position, map));
}
public void TransformToPawn()
{
if (Recycler == null || !parent.Spawned)
return;
Map map = parent.Map;
IntVec3 position = parent.Position;
Faction faction = parent.Faction;
// 记录建筑定义用于后续更新
ThingDef buildingDef = parent.def;
// 消耗存储的机械族
if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
{
Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
return;
}
// 生成目标Pawn
PawnGenerationRequest request = new PawnGenerationRequest(
Props.targetPawnKind,
@@ -111,9 +123,8 @@ namespace WulaFallenEmpire
canGeneratePawnRelations: false,
mustBeCapableOfViolence: true
);
Pawn newPawn = PawnGenerator.GeneratePawn(request);
// 关键修改传递当前的机械族数量6个
var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
if (transformComp != null)
@@ -136,37 +147,24 @@ namespace WulaFallenEmpire
// 传递建筑定义和机械族数量
transformComp.SetRestoreData(parent.def, Props.requiredCapacity);
}
// 移除建筑
parent.DeSpawn(DestroyMode.Vanish);
// 生成Pawn
GenSpawn.Spawn(newPawn, position, map, WipeMode.Vanish);
// 选中新生成的Pawn
if (Find.Selector.IsSelected(parent))
{
Find.Selector.Select(newPawn);
}
Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap, Props.requiredCapacity),
Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap, Props.requiredCapacity),
MessageTypeDefOf.PositiveEvent);
// 播放转换效果
PlayTransformEffects(position, map);
}
private void PlayTransformEffects(IntVec3 position, Map map)
{
//// 播放转换视觉效果
//for (int i = 0; i < 3; i++)
//{
// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
// MoteMaker.ThrowLightningGlow(position.ToVector3Shifted(), map, 2f);
//}
//// 播放音效
//SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(position, map));
Log.Message($"[TransformSystem] Building -> Pawn transformation completed at {position}. Path grid updated.");
}
}
}