修改版灵能
This commit is contained in:
@@ -9,7 +9,10 @@
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"env": {
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"PYTHONUNBUFFERED": "1"
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},
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"disabled": false
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"disabled": false,
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"alwaysAllow": [
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"get_context"
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]
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}
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},
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"tools": {
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@@ -25,7 +28,9 @@
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"description": "关于RimWorld开发的问题,应包含代码或XML中的关键词。"
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}
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},
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"required": ["question"]
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"required": [
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"question"
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]
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}
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}
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}
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@@ -18,4 +18,8 @@ Always remember these critical paths for your work:
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2. Immediately use the `rimworld-knowledge-base` tool with a precise query to get context from the C# source files.
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3. Analyze the retrieved context.
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4. Perform code modifications within the user's mod project directory.
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5. After modifying C# code, you MUST run `dotnet build C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\WulaFallenEmpire.csproj` to check for errors. A successful build is required for task completion.
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5. After modifying C# code, you MUST run `dotnet build C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\WulaFallenEmpire.csproj` to check for errors. A successful build is required for task completion.
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## Verification Mandate
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When writing or modifying code or XML, especially for specific identifiers like enum values, class names, or field names, you **MUST** verify the correct value/spelling by using the `rimworld-knowledge-base` tool. Do not rely on memory.
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- **同步项目文件:** 当重命名、移动或删除C#源文件时,**必须**同步更新 `.csproj` 项目文件中的相应 `<Compile Include="..." />` 条目,否则会导致编译失败。
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Binary file not shown.
38
1.6/Defs/HediffDefs/Hediffs_PsychicTest.xml
Normal file
38
1.6/Defs/HediffDefs/Hediffs_PsychicTest.xml
Normal file
@@ -0,0 +1,38 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- 增加心灵敏感度的 Hediff -->
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<HediffDef>
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<defName>WULA_Hediff_PsychicSensitivityPlus</defName>
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<label>心灵敏感度增益 (测试)</label>
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<description>用于测试的心灵敏感度增益效果。</description>
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<hediffClass>HediffWithComps</hediffClass>
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<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
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<isBad>false</isBad>
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<stages>
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<li>
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<statOffsets>
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<PsychicSensitivity>1</PsychicSensitivity>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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<!-- 减少心灵敏感度的 Hediff -->
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<HediffDef>
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<defName>WULA_Hediff_PsychicSensitivityMinus</defName>
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<label>心灵敏感度减益 (测试)</label>
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<description>用于测试的心灵敏感度减益效果。</description>
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<hediffClass>HediffWithComps</hediffClass>
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<defaultLabelColor>(0.6, 0.6, 0.6)</defaultLabelColor>
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<isBad>true</isBad>
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<stages>
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<li>
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<statOffsets>
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<PsychicSensitivity>-1</PsychicSensitivity>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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</Defs>
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51
1.6/Defs/ThingDefs_Misc/Weapons/WULA_Test_Weapon.xml
Normal file
51
1.6/Defs/ThingDefs_Misc/Weapons/WULA_Test_Weapon.xml
Normal file
@@ -0,0 +1,51 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BaseHumanMakeableGun">
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<defName>WULA_TestWeapon_PsychicScaling</defName>
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<label>心灵缩放测试枪</label>
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<description>一个用于测试心灵敏感度伤害缩放的武器。</description>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponRanged/Autopistol</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<soundInteract>Interact_Autopistol</soundInteract>
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<statBases>
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<Mass>1</Mass>
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<RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
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</statBases>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<defaultProjectile>Bullet_TestWeapon_PsychicScaling</defaultProjectile>
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<warmupTime>1.0</warmupTime>
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<range>30</range>
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<soundCast>Shot_Autopistol</soundCast>
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<soundCastTail>GunTail_Light</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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</li>
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</verbs>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_PsychicScaling">
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<damageMultiplierPerSensitivityPoint>1.0</damageMultiplierPerSensitivityPoint>
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<damageReductionMultiplierPerSensitivityPoint>1.0</damageReductionMultiplierPerSensitivityPoint>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>Bullet_TestWeapon_PsychicScaling</defName>
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<label>测试弹</label>
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<graphicData>
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<texPath>Things/Projectile/Bullet_Small</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>Bullet</damageDef>
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<damageAmountBase>10</damageAmountBase>
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<speed>50</speed>
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</projectile>
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</ThingDef>
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</Defs>
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@@ -9,7 +9,7 @@ namespace WulaFallenEmpire
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public class CompProperties_PsychicScaling : CompProperties
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{
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// 每点心灵敏感度(超出100%的部分)提供的伤害【增伤】乘数。
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public float damageMultiplierPerSensitivityPoint = 0.25f;
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public float damageMultiplierPerSensitivityPoint = 1f;
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// 每点心灵敏感度(低于100%的部分)提供的伤害【减伤】乘数。
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// 例如,系数为1时,50%敏感度将造成 1 - (1 - 0.5) * 1 = 0.5倍伤害。
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@@ -0,0 +1,74 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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using UnityEngine;
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namespace WulaFallenEmpire.HarmonyPatches
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{
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// ==========================================================================================
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// FINAL CORRECTED PATCH: Targets the DamageInfo constructor.
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//
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// REASONING: This is the universal "catch-all" solution. Almost all damage inflicted
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// in the game must first create a DamageInfo instance. By patching the constructor
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// with a Postfix, we can modify the damage value right at its source, immediately
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// after it's created. This ensures our logic applies universally (to melee, all
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// projectile types, abilities, etc.) and is not bypassed by specific implementations
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// like the one found in `Bullet.Impact`.
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// ==========================================================================================
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[HarmonyPatch(typeof(DamageInfo), MethodType.Constructor)]
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[HarmonyPatch(new[] {
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typeof(DamageDef),
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typeof(float),
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typeof(float),
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typeof(float),
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typeof(Thing),
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typeof(BodyPartRecord),
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typeof(ThingDef),
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typeof(DamageInfo.SourceCategory),
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typeof(Thing),
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typeof(bool),
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typeof(bool),
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typeof(QualityCategory),
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typeof(bool),
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typeof(bool)
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})]
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public static class DamageInfo_Constructor_Patch // Renamed class for ultimate clarity
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{
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public static void Postfix(ref DamageInfo __instance, Thing instigator, ThingDef weapon)
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{
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if (weapon == null)
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{
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return;
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}
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var psychicCompProps = weapon.GetCompProperties<CompProperties_PsychicScaling>();
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if (psychicCompProps == null)
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{
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return;
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}
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if (!(instigator is Pawn instigatorPawn))
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{
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return;
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}
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float psychicSensitivity = instigatorPawn.GetStatValue(StatDefOf.PsychicSensitivity);
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float damageMultiplier = 1f;
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if (psychicSensitivity > 1f)
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{
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damageMultiplier = 1f + (psychicSensitivity - 1f) * psychicCompProps.damageMultiplierPerSensitivityPoint;
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}
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else if (psychicSensitivity < 1f)
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{
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damageMultiplier = 1f - (1f - psychicSensitivity) * psychicCompProps.damageReductionMultiplierPerSensitivityPoint;
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}
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float originalAmount = __instance.Amount;
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float finalMultiplier = Mathf.Max(0f, damageMultiplier);
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float newAmount = originalAmount * finalMultiplier;
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__instance.SetAmount(newAmount);
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}
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}
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}
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@@ -1,69 +0,0 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire.HarmonyPatches
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{
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[HarmonyPatch(typeof(Pawn_HealthTracker), "PreApplyDamage")]
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public static class HealthTracker_PreApplyDamage_Patch
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{
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/// <summary>
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/// 在伤害应用到Pawn之前执行的补丁。
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/// </summary>
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/// <param name="dinfo">伤害信息,可以被修改。</param>
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/// <param name="absorbed">输出参数,如果伤害被完全吸收则为true。</param>
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public static void Prefix(ref DamageInfo dinfo, out bool absorbed)
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{
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// 必须为out参数赋默认值
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absorbed = false;
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// 检查伤害来源是否是一个Pawn
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Pawn instigatorPawn = dinfo.Instigator as Pawn;
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if (instigatorPawn == null)
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{
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return;
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}
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// 检查这个Pawn是否装备了武器
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if (instigatorPawn.equipment?.Primary == null)
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{
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return;
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}
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// 检查武器上是否有我们的心灵增幅组件
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var psychicComp = instigatorPawn.equipment.Primary.GetComp<CompPsychicScaling>();
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if (psychicComp == null)
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{
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return;
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}
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// 获取心灵敏感度属性值
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float psychicSensitivity = instigatorPawn.GetStatValue(StatDefOf.PsychicSensitivity);
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// 根据心灵敏感度是否大于100%,使用不同的计算逻辑
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float damageMultiplier;
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if (psychicSensitivity > 1f)
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{
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// 增伤:伤害会根据XML中的增伤系数获得额外加成
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damageMultiplier = 1 + ((psychicSensitivity - 1) * psychicComp.Props.damageMultiplierPerSensitivityPoint);
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}
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else if (psychicSensitivity < 1f)
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{
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// 减伤:伤害会根据XML中的减伤系数降低
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damageMultiplier = 1 - ((1 - psychicSensitivity) * psychicComp.Props.damageReductionMultiplierPerSensitivityPoint);
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}
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else
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{
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// 敏感度正好为100%,伤害不变
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damageMultiplier = 1f;
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}
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// 获取当前伤害值并应用乘数
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float originalAmount = dinfo.Amount;
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float newAmount = originalAmount * damageMultiplier;
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// 更新伤害信息中的伤害值
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dinfo.SetAmount(newAmount);
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}
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}
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}
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@@ -1,50 +0,0 @@
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using RimWorld;
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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 VerbPropertiesExplosiveBeam : VerbProperties
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{
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// 爆炸开关
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public bool enableExplosion = false;
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// 每x个shotcount触发一次爆炸
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public int explosionShotInterval = 1;
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// 爆炸基础属性
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public float explosionRadius = 2.9f;
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public DamageDef explosionDamageDef = null; // null时使用默认的Bomb
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public int explosionDamage = -1; // -1时使用武器默认伤害
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public float explosionArmorPenetration = -1f; // -1时使用武器默认穿甲
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// 爆炸音效和特效
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public SoundDef explosionSound = null;
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public EffecterDef explosionEffecter = null;
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// 爆炸后生成物品
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public ThingDef postExplosionSpawnThingDef = null;
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public float postExplosionSpawnChance = 0f;
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public int postExplosionSpawnThingCount = 1;
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// 爆炸前生成物品
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public ThingDef preExplosionSpawnThingDef = null;
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public float preExplosionSpawnChance = 0f;
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public int preExplosionSpawnThingCount = 1;
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||||
// 气体效果
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public GasType? postExplosionGasType = null;
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||||
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// 其他爆炸属性
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public bool applyDamageToExplosionCellsNeighbors = true;
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public float chanceToStartFire = 0f;
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public bool damageFalloff = true;
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public float screenShakeFactor = 0f; // 新增:屏幕震动因子
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public VerbPropertiesExplosiveBeam()
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{
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// 设置默认值
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verbClass = typeof(Verb_ShootBeamExplosive);
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}
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||||
}
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}
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@@ -1,93 +0,0 @@
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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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||||
public class Verb_ShootBeamExplosive : Verse.Verb_ShootBeam
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{
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private int explosionShotCounter = 0;
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||||
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||||
protected override bool TryCastShot()
|
||||
{
|
||||
bool result = base.TryCastShot();
|
||||
|
||||
if (result && verbProps is VerbPropertiesExplosiveBeam explosiveProps && explosiveProps.enableExplosion)
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||||
{
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explosionShotCounter++;
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||||
|
||||
if (explosionShotCounter >= explosiveProps.explosionShotInterval)
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||||
{
|
||||
explosionShotCounter = 0;
|
||||
TriggerExplosion(explosiveProps);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
|
||||
{
|
||||
Vector3 explosionPos = InterpolatedPosition;
|
||||
IntVec3 explosionCell = explosionPos.ToIntVec3();
|
||||
|
||||
if (!explosionCell.InBounds(caster.Map))
|
||||
return;
|
||||
|
||||
// 播放爆炸音效
|
||||
if (explosiveProps.explosionSound != null)
|
||||
{
|
||||
explosiveProps.explosionSound.PlayOneShot(new TargetInfo(explosionCell, caster.Map));
|
||||
}
|
||||
|
||||
// 生成爆炸
|
||||
GenExplosion.DoExplosion(
|
||||
center: explosionCell,
|
||||
map: caster.Map,
|
||||
radius: explosiveProps.explosionRadius,
|
||||
damType: explosiveProps.explosionDamageDef ?? DamageDefOf.Bomb,
|
||||
instigator: caster,
|
||||
damAmount: explosiveProps.explosionDamage > 0 ? explosiveProps.explosionDamage : verbProps.defaultProjectile?.projectile?.GetDamageAmount(EquipmentSource) ?? 20,
|
||||
armorPenetration: explosiveProps.explosionArmorPenetration >= 0 ? explosiveProps.explosionArmorPenetration : verbProps.defaultProjectile?.projectile?.GetArmorPenetration(EquipmentSource) ?? 0.3f,
|
||||
explosionSound: null, // 我们已经手动播放了音效
|
||||
weapon: base.EquipmentSource?.def,
|
||||
projectile: null,
|
||||
intendedTarget: currentTarget.Thing,
|
||||
postExplosionSpawnThingDef: explosiveProps.postExplosionSpawnThingDef,
|
||||
postExplosionSpawnChance: explosiveProps.postExplosionSpawnChance,
|
||||
postExplosionSpawnThingCount: explosiveProps.postExplosionSpawnThingCount,
|
||||
postExplosionGasType: explosiveProps.postExplosionGasType,
|
||||
applyDamageToExplosionCellsNeighbors: explosiveProps.applyDamageToExplosionCellsNeighbors,
|
||||
preExplosionSpawnThingDef: explosiveProps.preExplosionSpawnThingDef,
|
||||
preExplosionSpawnChance: explosiveProps.preExplosionSpawnChance,
|
||||
preExplosionSpawnThingCount: explosiveProps.preExplosionSpawnThingCount,
|
||||
chanceToStartFire: explosiveProps.chanceToStartFire,
|
||||
damageFalloff: explosiveProps.damageFalloff,
|
||||
direction: null,
|
||||
ignoredThings: null,
|
||||
affectedAngle: null,
|
||||
doVisualEffects: true,
|
||||
propagationSpeed: 0.6f,
|
||||
excludeRadius: 0f,
|
||||
doSoundEffects: false, // 我们手动处理音效
|
||||
screenShakeFactor: explosiveProps.screenShakeFactor // 新增:屏幕震动因子
|
||||
);
|
||||
|
||||
// 生成额外的视觉效果
|
||||
if (explosiveProps.explosionEffecter != null)
|
||||
{
|
||||
Effecter effecter = explosiveProps.explosionEffecter.Spawn(explosionCell, caster.Map);
|
||||
effecter.Trigger(new TargetInfo(explosionCell, caster.Map), TargetInfo.Invalid);
|
||||
effecter.Cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref explosionShotCounter, "explosionShotCounter", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,61 +68,62 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
|
||||
<Compile Include="MechanitorPatch.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="CompApparelInterceptor.cs" />
|
||||
<Compile Include="SectionLayer_WulaHull.cs" />
|
||||
<Compile Include="HediffComp_RegenerateBackstory.cs" />
|
||||
<Compile Include="Verb\ShootArc.cs" />
|
||||
<Compile Include="WulaFallenEmpireMod.cs" />
|
||||
<Compile Include="Need_WulaEnergy.cs" />
|
||||
<Compile Include="NeedDefExtension_Energy.cs" />
|
||||
<Compile Include="WorkGiver_FeedWulaPatient.cs" />
|
||||
<Compile Include="WorkGiverDefExtension_FeedWula.cs" />
|
||||
<Compile Include="WorkGiver_Warden_FeedWula.cs" />
|
||||
<Compile Include="WorkGiver_Warden_DeliverEnergy.cs" />
|
||||
<Compile Include="ThingDefExtension_EnergySource.cs" />
|
||||
<Compile Include="IngestPatch.cs" />
|
||||
<Compile Include="JobDriver_IngestWulaEnergy.cs" />
|
||||
<Compile Include="JobDriver_FeedWulaPatient.cs" />
|
||||
<Compile Include="WulaStatDefOf.cs" />
|
||||
<Compile Include="CompUseEffect_WulaSkillTrainer.cs" />
|
||||
<Compile Include="CompUseEffect_PassionTrainer.cs" />
|
||||
<Compile Include="CompPsychicScaling.cs" />
|
||||
<Compile Include="CompUseEffect_FixAllHealthConditions.cs" />
|
||||
<Compile Include="Recipe_AdministerWulaMechRepairKit.cs" />
|
||||
<Compile Include="Verb_ShootBeamExplosive.cs" />
|
||||
<Compile Include="VerbPropertiesExplosiveBeam.cs" />
|
||||
<Compile Include="HediffComp_WulaCharging.cs" />
|
||||
<Compile Include="JobGiver_WulaGetEnergy.cs" />
|
||||
<Compile Include="JobGiver_WulaPackEnergy.cs" />
|
||||
<Compile Include="JobGiverDefExtension_WulaPackEnergy.cs" />
|
||||
<Compile Include="WulaCaravanEnergyDef.cs" />
|
||||
<Compile Include="HarmonyPatches\Caravan_NeedsTracker_TrySatisfyPawnNeeds_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\FloatMenuOptionProvider_Ingest_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\Projectile_Launch_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\MechanitorUtility_InMechanitorCommandRange_Patch.cs" />
|
||||
<Compile Include="MentalState_BrokenPersonality.cs" />
|
||||
<Compile Include="MentalStateDefExtension_BrokenPersonality.cs" />
|
||||
<Compile Include="MentalBreakWorker_BrokenPersonality.cs" />
|
||||
<Compile Include="EventSystem\DebugActions.cs" />
|
||||
<Compile Include="CompUseEffect_PassionTrainer.cs" />
|
||||
<Compile Include="CompUseEffect_WulaSkillTrainer.cs" />
|
||||
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
|
||||
<Compile Include="EventSystem\Condition.cs" />
|
||||
<Compile Include="EventSystem\EventDef.cs" />
|
||||
<Compile Include="EventSystem\DebugActions.cs" />
|
||||
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
|
||||
<Compile Include="EventSystem\Effect.cs" />
|
||||
<Compile Include="EventSystem\EventContext.cs" />
|
||||
<Compile Include="EventSystem\EventDef.cs" />
|
||||
<Compile Include="EventSystem\EventUIConfigDef.cs" />
|
||||
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
|
||||
<Compile Include="EventSystem\QuestNode_Root_EventLetter.cs" />
|
||||
<Compile Include="EventSystem\Letter_EventChoice.cs" />
|
||||
<Compile Include="Verb\ProperShotgun.cs" />
|
||||
<Compile Include="Verb\Trackingbullet.cs" />
|
||||
<Compile Include="Verb\Projectile_ConfigurableHellsphereCannon.cs" />
|
||||
<Compile Include="TimedExplosion.cs" />
|
||||
<Compile Include="EventSystem\QuestNode_Root_EventLetter.cs" />
|
||||
<Compile Include="HarmonyPatches\Caravan_NeedsTracker_TrySatisfyPawnNeeds_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\DamageInfo_Constructor_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\FloatMenuOptionProvider_Ingest_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\MechanitorUtility_InMechanitorCommandRange_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\Projectile_Launch_Patch.cs" />
|
||||
<Compile Include="HediffComp_RegenerateBackstory.cs" />
|
||||
<Compile Include="HediffComp_WulaCharging.cs" />
|
||||
<Compile Include="IngestPatch.cs" />
|
||||
<Compile Include="JobDriver_FeedWulaPatient.cs" />
|
||||
<Compile Include="JobDriver_IngestWulaEnergy.cs" />
|
||||
<Compile Include="JobGiver_WulaGetEnergy.cs" />
|
||||
<Compile Include="JobGiver_WulaPackEnergy.cs" />
|
||||
<Compile Include="JobGiverDefExtension_WulaPackEnergy.cs" />
|
||||
<Compile Include="MechanitorPatch.cs" />
|
||||
<Compile Include="MentalBreakWorker_BrokenPersonality.cs" />
|
||||
<Compile Include="MentalState_BrokenPersonality.cs" />
|
||||
<Compile Include="MentalStateDefExtension_BrokenPersonality.cs" />
|
||||
<Compile Include="Need_WulaEnergy.cs" />
|
||||
<Compile Include="NeedDefExtension_Energy.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="PsychicRitual_TechOffering.cs" />
|
||||
<Compile Include="CompPsychicScaling.cs" />
|
||||
<Compile Include="HarmonyPatches\HealthTracker_PreApplyDamage_Patch.cs" />
|
||||
<Compile Include="PsychicRitualDef_AddHediff.cs" />
|
||||
<Compile Include="PsychicRitualToil_AddHediff.cs" />
|
||||
<Compile Include="Recipe_AdministerWulaMechRepairKit.cs" />
|
||||
<Compile Include="SectionLayer_WulaHull.cs" />
|
||||
<Compile Include="ThingDefExtension_EnergySource.cs" />
|
||||
<Compile Include="TimedExplosion.cs" />
|
||||
<Compile Include="Verb\ExplosionParameters.cs" />
|
||||
<Compile Include="Verb\Projectile_ConfigurableHellsphereCannon.cs" />
|
||||
<Compile Include="Verb\ProperShotgun.cs" />
|
||||
<Compile Include="Verb\ShootArc.cs" />
|
||||
<Compile Include="Verb\Trackingbullet.cs" />
|
||||
<Compile Include="Verb\Verb_ShootBeamExplosive.cs" />
|
||||
<Compile Include="Verb\VerbPropertiesExplosiveBeam.cs" />
|
||||
<Compile Include="WorkGiver_FeedWulaPatient.cs" />
|
||||
<Compile Include="WorkGiver_Warden_DeliverEnergy.cs" />
|
||||
<Compile Include="WorkGiver_Warden_FeedWula.cs" />
|
||||
<Compile Include="WorkGiverDefExtension_FeedWula.cs" />
|
||||
<Compile Include="WulaCaravanEnergyDef.cs" />
|
||||
<Compile Include="WulaFallenEmpireMod.cs" />
|
||||
<Compile Include="WulaStatDefOf.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- 自定义清理任务,删除obj文件夹中的临时文件 -->
|
||||
|
||||
Reference in New Issue
Block a user