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@@ -40,15 +40,18 @@
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</costList>
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</costList>
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<verbs>
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<verbs>
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<li>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<hasStandardCommand>true</hasStandardCommand>
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<defaultProjectile>Bullet_ExampleHoming</defaultProjectile>
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<defaultProjectile>Bullet_ExampleHoming</defaultProjectile>
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<warmupTime>1.0</warmupTime>
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<warmupTime>2.0</warmupTime>
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<range>35</range>
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<range>28</range>
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<burstShotCount>1</burstShotCount>
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<burstShotCount>3</burstShotCount>
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<soundCast>Shot_ChargeRifle</soundCast> <!-- Placeholder, needs a proper sound -->
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<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
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<soundCast>Shot_BeamRepeater</soundCast>
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<soundCastTail>GunTail_Medium</soundCastTail>
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<soundCastTail>GunTail_Medium</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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<muzzleFlashScale>9</muzzleFlashScale>
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<aimingChargeMote>Mote_BeamRepeater_Charge</aimingChargeMote>
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<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
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</li>
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</li>
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</verbs>
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</verbs>
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<weaponTags>
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<weaponTags>
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@@ -64,7 +67,7 @@
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<defName>Bullet_ExampleHoming</defName>
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<defName>Bullet_ExampleHoming</defName>
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<label>homing bullet</label>
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<label>homing bullet</label>
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<graphicData>
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<graphicData>
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<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
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<texPath>Things/Projectile/Charge_Small</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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</graphicData>
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<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
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<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
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@@ -77,7 +80,7 @@
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</projectile>
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</projectile>
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<modExtensions>
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<modExtensions>
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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<homingSpeed>0.5</homingSpeed>
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<homingSpeed>0.1</homingSpeed>
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<initRotateAngle>30</initRotateAngle>
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<initRotateAngle>30</initRotateAngle>
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<destroyTicksAfterLosingTrack>
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<destroyTicksAfterLosingTrack>
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<min>60</min>
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<min>60</min>
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@@ -85,6 +88,9 @@
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</destroyTicksAfterLosingTrack>
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</destroyTicksAfterLosingTrack>
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<tailFleckDef>WULA_GunTail_Blue</tailFleckDef>
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<tailFleckDef>WULA_GunTail_Blue</tailFleckDef>
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</li>
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</li>
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<li Class="WulaFallenEmpire.ShotgunExtension">
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<pelletCount>3</pelletCount>
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</li>
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</modExtensions>
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</modExtensions>
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</ThingDef>
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</ThingDef>
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</Defs>
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</Defs>
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@@ -65,41 +65,31 @@
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<defName>Bullet_ExampleHomingExplosive</defName>
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<defName>Bullet_ExampleHomingExplosive</defName>
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<label>homing explosive bullet</label>
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<label>homing explosive bullet</label>
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<graphicData>
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<graphicData>
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<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
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<texPath>Things/Projectile/Charge_Small</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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</graphicData>
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<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
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<thingClass>WulaFallenEmpire.Projectile_ExplosiveTrackingBullet</thingClass>
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<projectile>
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<projectile>
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<speed>25</speed>
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<speed>60</speed>
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<damageDef>Bomb</damageDef>
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<damageDef>Bomb</damageDef>
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<damageAmountBase>30</damageAmountBase>
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<damageAmountBase>30</damageAmountBase>
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<armorPenetrationBase>0.7</armorPenetrationBase>
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<armorPenetrationBase>0.7</armorPenetrationBase>
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<stoppingPower>2.0</stoppingPower>
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<stoppingPower>2.0</stoppingPower>
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<explosionRadius>3.0</explosionRadius>
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<explosionDelay>60</explosionDelay>
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<screenShakeFactor>1.0</screenShakeFactor>
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<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
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<preExplosionSpawnChance>1.0</preExplosionSpawnChance>
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<preExplosionSpawnThingCount>5</preExplosionSpawnThingCount>
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<explosionChanceToStartFire>0.5</explosionChanceToStartFire>
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<explosionDamageFalloff>true</explosionDamageFalloff>
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<doExplosionVFX>true</doExplosionVFX>
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</projectile>
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</projectile>
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<modExtensions>
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<modExtensions>
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<li Class="WulaFallenEmpire.ExplosiveTrackingBulletDef">
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<explosionRadius>3.0</explosionRadius>
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<damageDef>Bomb</damageDef>
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</li>
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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<homingSpeed>0.5</homingSpeed>
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<homingSpeed>0.1</homingSpeed>
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<initRotateAngle>5</initRotateAngle>
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<initRotateAngle>15</initRotateAngle>
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<destroyTicksAfterLosingTrack>
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<destroyTicksAfterLosingTrack>
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<min>60</min>
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<min>60</min>
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<max>120</max>
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<max>120</max>
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</destroyTicksAfterLosingTrack>
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</destroyTicksAfterLosingTrack>
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<tailFleckDef>Mote_BlastFlame</tailFleckDef>
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<tailFleckDef>WULA_GunTail_Blue</tailFleckDef>
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<fleckMakeFleckTickMax>3</fleckMakeFleckTickMax>
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<impactThreshold>1</impactThreshold>
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<fleckMakeFleckNum>1</fleckMakeFleckNum>
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<fleckAngle>30</fleckAngle>
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<fleckScale>0.8~1.2</fleckScale>
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<fleckSpeed>0.2~0.5</fleckSpeed>
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<fleckRotation>0~360</fleckRotation>
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</li>
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</li>
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</modExtensions>
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</modExtensions>
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</ThingDef>
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</ThingDef>
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@@ -14,6 +14,11 @@ namespace WulaFallenEmpire
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public float postExplosionSpawnChance = 0f;
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public float postExplosionSpawnChance = 0f;
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public int postExplosionSpawnThingCount = 1;
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public int postExplosionSpawnThingCount = 1;
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public GasType? gasType; // 修改为可空类型
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public GasType? gasType; // 修改为可空类型
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public ThingDef postExplosionSpawnThingDefWater; // 新增
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public ThingDef preExplosionSpawnThingDef; // 新增
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public float preExplosionSpawnChance = 0f; // 新增
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public int preExplosionSpawnThingCount = 0; // 新增
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public float screenShakeFactor = 1f; // 新增
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public bool applyDamageToExplosionCellsNeighbors = false;
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public bool applyDamageToExplosionCellsNeighbors = false;
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public bool doExplosionDamageAfterThingDestroyed = false;
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public bool doExplosionDamageAfterThingDestroyed = false;
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public float preExplosionSpawnMinMeleeThreat = -1f;
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public float preExplosionSpawnMinMeleeThreat = -1f;
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@@ -8,6 +8,7 @@ namespace WulaFallenEmpire
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public class Projectile_ExplosiveTrackingBullet : Projectile_TrackingBullet
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public class Projectile_ExplosiveTrackingBullet : Projectile_TrackingBullet
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{
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{
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private ExplosiveTrackingBulletDef explosiveDefInt;
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private ExplosiveTrackingBulletDef explosiveDefInt;
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private int ticksToDetonation;
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public ExplosiveTrackingBulletDef ExplosiveDef
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public ExplosiveTrackingBulletDef ExplosiveDef
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{
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{
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@@ -26,52 +27,156 @@ namespace WulaFallenEmpire
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}
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}
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}
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}
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref this.ticksToDetonation, "ticksToDetonation", 0, false);
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}
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protected override void Tick()
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{
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base.Tick(); // Call base Projectile_TrackingBullet Tick logic
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bool flag = this.ticksToDetonation > 0;
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if (flag)
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{
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this.ticksToDetonation--;
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bool flag2 = this.ticksToDetonation <= 0;
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if (flag2)
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{
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this.Explode();
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}
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}
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}
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protected override void Impact(Thing hitThing, bool blockedByShield = false)
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protected override void Impact(Thing hitThing, bool blockedByShield = false)
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{
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{
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base.Impact(hitThing, blockedByShield); // 调用基类的Impact逻辑
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bool flag = blockedByShield || ExplosiveDef.explosionDelay == 0; // Use ExplosiveDef for explosionDelay
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if (flag)
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if (ExplosiveDef.explosionRadius > 0f)
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{
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{
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// 爆炸逻辑
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this.Explode();
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GenExplosion.DoExplosion(
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center: Position, // 爆炸中心
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map: Map, // 地图
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radius: ExplosiveDef.explosionRadius, // 爆炸半径
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damType: ExplosiveDef.damageDef ?? DamageDefOf.Bomb, // 伤害类型,如果未配置则默认为Bomb
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instigator: launcher, // 制造者
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damAmount: this.DamageAmount, // 伤害量,使用子弹当前的伤害量
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armorPenetration: this.ArmorPenetration, // 护甲穿透,使用子弹当前的护甲穿透
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explosionSound: ExplosiveDef.soundExplode, // 爆炸音效
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weapon: equipmentDef, // 武器
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projectile: def, // 弹药定义
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intendedTarget: intendedTarget.Thing, // 预期目标
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postExplosionSpawnThingDef: ExplosiveDef.postExplosionSpawnThingDef, // 爆炸后生成物
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postExplosionSpawnChance: ExplosiveDef.postExplosionSpawnChance, // 爆炸后生成几率
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postExplosionSpawnThingCount: ExplosiveDef.postExplosionSpawnThingCount, // 爆炸后生成数量
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postExplosionGasType: ExplosiveDef.gasType, // 气体类型 (注意参数名已修正)
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postExplosionGasRadiusOverride: null, // 爆炸气体半径覆盖 (我没有定义这个参数)
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postExplosionGasAmount: 255, // 爆炸气体数量 (默认值)
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applyDamageToExplosionCellsNeighbors: ExplosiveDef.applyDamageToExplosionCellsNeighbors, // 是否对爆炸单元格邻居造成伤害
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preExplosionSpawnThingDef: null, // 爆炸前生成物 (我没有定义这个参数)
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preExplosionSpawnChance: 0f, // 爆炸前生成几率 (默认值)
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preExplosionSpawnThingCount: 0, // 爆炸前生成数量 (默认值)
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chanceToStartFire: ExplosiveDef.explosionChanceToStartFire, // 是否有几率点燃 (注意参数名已修正)
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damageFalloff: ExplosiveDef.explosionDamageFalloff, // 爆炸伤害衰减
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direction: null, // 方向 (我没有定义这个参数)
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ignoredThings: null, // 忽略的物体 (我没有定义这个参数)
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affectedAngle: null, // 受影响角度 (我没有定义这个参数)
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doVisualEffects: ExplosiveDef.doExplosionVFX, // 是否显示视觉效果
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propagationSpeed: 1f, // 传播速度 (默认值)
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excludeRadius: 0f, // 排除半径 (默认值)
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doSoundEffects: true, // 是否播放音效 (默认值)
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postExplosionSpawnThingDefWater: null, // 爆炸后在水中生成物 (我没有定义这个参数)
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screenShakeFactor: 1f, // 屏幕震动因子 (默认值)
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flammabilityChanceCurve: null, // 易燃性几率曲线 (我没有定义这个参数)
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overrideCells: null, // 覆盖单元格 (我没有定义这个参数)
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postExplosionSpawnSingleThingDef: null, // 爆炸后生成单个物体 (我没有定义这个参数)
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preExplosionSpawnSingleThingDef: null // 爆炸前生成单个物体 (我没有定义这个参数)
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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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this.landed = true;
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this.ticksToDetonation = ExplosiveDef.explosionDelay; // Use ExplosiveDef for explosionDelay
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GenExplosion.NotifyNearbyPawnsOfDangerousExplosive(this, ExplosiveDef.damageDef ?? DamageDefOf.Bomb, this.launcher.Faction, this.launcher); // Use ExplosiveDef for damageDef
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}
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}
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protected virtual void Explode()
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{
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Map map = base.Map;
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// ModExtension_Cone modExtension = this.def.GetModExtension<ModExtension_Cone>(); // Not used in this explosive logic
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this.DoExplosion(map); // Call the helper DoExplosion with map
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// Cone explosion logic (if needed, based on ModExtension_Cone) - Currently not implemented for this class
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// bool flag = modExtension != null;
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// if (flag)
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// {
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// ProjectileProperties projectile = this.def.projectile;
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// ModExtension_Cone modExtension_Cone = modExtension;
|
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// IntVec3 position = base.Position;
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// Map map2 = map;
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// Quaternion exactRotation = this.ExactRotation;
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// DamageDef damageDef = projectile.damageDef;
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// Thing launcher = base.Launcher;
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// int damageAmount = this.DamageAmount;
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// float armorPenetration = this.ArmorPenetration;
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// SoundDef soundExplode = this.def.projectile.soundExplode;
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// ThingDef equipmentDef = this.equipmentDef;
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|
// ThingDef def = this.def;
|
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|
// Thing thing = this.intendedTarget.Thing;
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// ThingDef postExplosionSpawnThingDef = null;
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// float postExplosionSpawnChance = 0f;
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// int postExplosionSpawnThingCount = 1;
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// float screenShakeFactor = this.def.projectile.screenShakeFactor;
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// modExtension_Cone.DoConeExplosion(position, map2, exactRotation, damageDef, launcher, damageAmount, armorPenetration, soundExplode, equipmentDef, def, thing, postExplosionSpawnThingDef, postExplosionSpawnChance, postExplosionSpawnThingCount, null, null, 255, false, null, 0f, 1, 0f, false, null, null, 1f, 0f, null, screenShakeFactor, null, null);
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|
// }
|
||||||
|
|
||||||
|
// Explosion effect (if needed, based on def.projectile.explosionEffect) - Currently not implemented for this class
|
||||||
|
// bool flag2 = this.def.projectile.explosionEffect != null;
|
||||||
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// if (flag2)
|
||||||
|
// {
|
||||||
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// Effecter effecter = this.def.projectile.explosionEffect.Spawn();
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||||||
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// bool flag3 = this.def.projectile.explosionEffectLifetimeTicks != 0;
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||||||
|
// if (flag3)
|
||||||
|
// {
|
||||||
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// map.effecterMaintainer.AddEffecterToMaintain(effecter, base.Position.ToVector3().ToIntVec3(), this.def.projectile.explosionEffectLifetimeTicks);
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||||||
|
// }
|
||||||
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// else
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||||||
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// {
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||||||
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// effecter.Trigger(new TargetInfo(base.Position, map, false), new TargetInfo(base.Position, map, false), -1);
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// effecter.Cleanup();
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// }
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||||||
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// }
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||||||
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this.Destroy(DestroyMode.Vanish);
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||||||
|
}
|
||||||
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|
||||||
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protected void DoExplosion(Map map)
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||||||
|
{
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||||||
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IntVec3 position = base.Position;
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||||||
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float explosionRadius = ExplosiveDef.explosionRadius; // Use ExplosiveDef for explosionRadius
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||||||
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DamageDef damageDef = ExplosiveDef.damageDef ?? DamageDefOf.Bomb; // Use ExplosiveDef for damageDef
|
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|
Thing launcher = this.launcher;
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int damageAmount = this.DamageAmount;
|
||||||
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float armorPenetration = this.ArmorPenetration;
|
||||||
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SoundDef soundExplode = ExplosiveDef.soundExplode; // Use ExplosiveDef for soundExplode
|
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|
ThingDef equipmentDef = this.equipmentDef;
|
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|
ThingDef def = this.def; // This is the projectile's ThingDef
|
||||||
|
Thing thing = this.intendedTarget.Thing;
|
||||||
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ThingDef postExplosionSpawnThingDef = ExplosiveDef.postExplosionSpawnThingDef; // Use ExplosiveDef for postExplosionSpawnThingDef
|
||||||
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ThingDef postExplosionSpawnThingDefWater = ExplosiveDef.postExplosionSpawnThingDefWater; // Use ExplosiveDef for postExplosionSpawnThingDefWater
|
||||||
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float postExplosionSpawnChance = ExplosiveDef.postExplosionSpawnChance; // Use ExplosiveDef for postExplosionSpawnChance
|
||||||
|
int postExplosionSpawnThingCount = ExplosiveDef.postExplosionSpawnThingCount; // Use ExplosiveDef for postExplosionSpawnThingCount
|
||||||
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GasType? postExplosionGasType = ExplosiveDef.gasType; // Use ExplosiveDef for gasType
|
||||||
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ThingDef preExplosionSpawnThingDef = ExplosiveDef.preExplosionSpawnThingDef; // Use ExplosiveDef for preExplosionSpawnThingDef
|
||||||
|
float preExplosionSpawnChance = ExplosiveDef.preExplosionSpawnChance; // Use ExplosiveDef for preExplosionSpawnChance
|
||||||
|
int preExplosionSpawnThingCount = ExplosiveDef.preExplosionSpawnThingCount; // Use ExplosiveDef for preExplosionSpawnThingCount
|
||||||
|
bool applyDamageToExplosionCellsNeighbors = ExplosiveDef.applyDamageToExplosionCellsNeighbors; // Use ExplosiveDef for applyDamageToExplosionCellsNeighbors
|
||||||
|
float explosionChanceToStartFire = ExplosiveDef.explosionChanceToStartFire; // Use ExplosiveDef for explosionChanceToStartFire
|
||||||
|
bool explosionDamageFalloff = ExplosiveDef.explosionDamageFalloff; // Use ExplosiveDef for explosionDamageFalloff
|
||||||
|
float? direction = new float?(this.origin.AngleToFlat(this.destination)); // This remains from original logic
|
||||||
|
float screenShakeFactor = ExplosiveDef.screenShakeFactor; // Use ExplosiveDef for screenShakeFactor
|
||||||
|
bool doExplosionVFX = ExplosiveDef.doExplosionVFX; // Use ExplosiveDef for doExplosionVFX
|
||||||
|
|
||||||
|
GenExplosion.DoExplosion(
|
||||||
|
center: position, // 爆炸中心
|
||||||
|
map: map, // 地图
|
||||||
|
radius: explosionRadius, // 爆炸半径
|
||||||
|
damType: damageDef, // 伤害类型
|
||||||
|
instigator: launcher, // 制造者
|
||||||
|
damAmount: damageAmount, // 伤害量
|
||||||
|
armorPenetration: armorPenetration, // 护甲穿透
|
||||||
|
explosionSound: soundExplode, // 爆炸音效
|
||||||
|
weapon: equipmentDef, // 武器
|
||||||
|
projectile: def, // 弹药定义
|
||||||
|
intendedTarget: thing, // 预期目标
|
||||||
|
postExplosionSpawnThingDef: postExplosionSpawnThingDef, // 爆炸后生成物
|
||||||
|
postExplosionSpawnChance: postExplosionSpawnChance, // 爆炸后生成几率
|
||||||
|
postExplosionSpawnThingCount: postExplosionSpawnThingCount, // 爆炸后生成数量
|
||||||
|
postExplosionGasType: postExplosionGasType, // 气体类型
|
||||||
|
postExplosionGasRadiusOverride: null, // 爆炸气体半径覆盖
|
||||||
|
postExplosionGasAmount: 255, // 爆炸气体数量
|
||||||
|
applyDamageToExplosionCellsNeighbors: applyDamageToExplosionCellsNeighbors, // 是否对爆炸单元格邻居造成伤害
|
||||||
|
preExplosionSpawnThingDef: preExplosionSpawnThingDef, // 爆炸前生成物
|
||||||
|
preExplosionSpawnChance: preExplosionSpawnChance, // 爆炸前生成几率
|
||||||
|
preExplosionSpawnThingCount: preExplosionSpawnThingCount, // 爆炸前生成数量
|
||||||
|
chanceToStartFire: explosionChanceToStartFire, // 是否有几率点燃
|
||||||
|
damageFalloff: explosionDamageFalloff, // 爆炸伤害衰减
|
||||||
|
direction: direction, // 方向
|
||||||
|
ignoredThings: null, // 忽略的物体
|
||||||
|
affectedAngle: null, // 受影响角度
|
||||||
|
doVisualEffects: doExplosionVFX, // 是否显示视觉效果
|
||||||
|
propagationSpeed: 1f, // 传播速度
|
||||||
|
excludeRadius: 0f, // 排除半径
|
||||||
|
doSoundEffects: true, // 是否播放音效
|
||||||
|
postExplosionSpawnThingDefWater: postExplosionSpawnThingDefWater, // 爆炸后在水中生成物
|
||||||
|
screenShakeFactor: screenShakeFactor, // 屏幕震动因子
|
||||||
|
flammabilityChanceCurve: null, // 易燃性几率曲线
|
||||||
|
overrideCells: null, // 覆盖单元格
|
||||||
|
postExplosionSpawnSingleThingDef: null, // 爆炸后生成单个物体
|
||||||
|
preExplosionSpawnSingleThingDef: null // 爆炸前生成单个物体
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -196,6 +196,17 @@ namespace WulaFallenEmpire
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 在调用 ProjectileCheckForFreeInterceptBetween 之前,添加近距离命中检测
|
||||||
|
if (intendedTarget != null && intendedTarget.Thing != null && intendedTarget.Thing.Spawned)
|
||||||
|
{
|
||||||
|
float distanceToTarget = (ExactPosition - intendedTarget.Thing.DrawPos).magnitude;
|
||||||
|
if (distanceToTarget <= TrackingDef.impactThreshold)
|
||||||
|
{
|
||||||
|
Impact(intendedTarget.Thing); // 强制命中目标
|
||||||
|
return; // 命中后立即返回,不再执行后续逻辑
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// 检查是否有东西在路径上拦截
|
// 检查是否有东西在路径上拦截
|
||||||
// ProjectileCheckForFreeInterceptBetween 会在内部处理命中,并调用 ImpactSomething()
|
// ProjectileCheckForFreeInterceptBetween 会在内部处理命中,并调用 ImpactSomething()
|
||||||
// 所以这里不需要额外的 ImpactSomething() 调用
|
// 所以这里不需要额外的 ImpactSomething() 调用
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ namespace WulaFallenEmpire
|
|||||||
{
|
{
|
||||||
public float homingSpeed = 0.1f; // 追踪速度,值越大追踪越灵敏
|
public float homingSpeed = 0.1f; // 追踪速度,值越大追踪越灵敏
|
||||||
public float initRotateAngle = 0f; // 初始旋转角度
|
public float initRotateAngle = 0f; // 初始旋转角度
|
||||||
|
public float impactThreshold = 0.5f; // 强制命中阈值,子弹与目标距离小于此值时强制命中
|
||||||
|
|
||||||
public FleckDef tailFleckDef; // 拖尾特效的FleckDef
|
public FleckDef tailFleckDef; // 拖尾特效的FleckDef
|
||||||
public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成间隔(tick)
|
public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成间隔(tick)
|
||||||
|
|||||||
Reference in New Issue
Block a user