This commit is contained in:
Tourswen
2025-11-18 00:36:33 +08:00
parent 5a7e53fa4c
commit 710eca55d4
70 changed files with 437 additions and 198 deletions

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@@ -188,7 +188,35 @@
</li> </li>
</comps> </comps>
</AbilityDef> </AbilityDef>
<AbilityDef>
<defName>WULA_ClearFlightPath</defName>
<label>航道净空</label>
<description>使近地轨道上的舰队离开,以使得其他乌拉帝国舰队可以入场</description>
<iconPath>Wula/UI/Abilities/WULA_CallConstructionShip</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>true</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<warmupTime>2</warmupTime>
<range>-1</range>
<targetable>false</targetable>
<targetParams>
<canTargetLocations>false</canTargetLocations>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_DestroyFlyOverByFacilities" />
</comps>
</AbilityDef>
<!-- 飞行器 --> <!-- 飞行器 -->
<AbilityDef> <AbilityDef>
<defName>WULA_Spawn_Fighter_Drone_Laser</defName> <defName>WULA_Spawn_Fighter_Drone_Laser</defName>

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@@ -337,4 +337,21 @@
</li> </li>
</children> </children>
</EffecterDef> </EffecterDef>
<DamageDef ParentName="Bullet">
<defName>Damage_WULA_RW_Unlimit_Penetrating_Beam_Cannon</defName>
<label>贯杀炮切割束</label>
<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
</DamageDef>
<DamageDef ParentName="Bomb">
<defName>WULA_GiantBomb</defName>
<label>大型爆炸</label>
<defaultDamage>150</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<explosionCenterEffecter>GiantExplosion</explosionCenterEffecter>
</DamageDef>
</Defs> </Defs>

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@@ -102,7 +102,9 @@
<abilityDefs> <abilityDefs>
<li>WULA_CallMotherShip</li> <li>WULA_CallMotherShip</li>
<li>WULA_CallBattleShip</li> <li>WULA_CallBattleShip</li>
<li>WULA_CallAircraftCarrier</li>
<li>WULA_CallConstructionShip</li> <li>WULA_CallConstructionShip</li>
<li>WULA_ClearFlightPath</li>
</abilityDefs> </abilityDefs>
</li> </li>
</comps> </comps>

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@@ -1,10 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Defs> <Defs>
<IncidentDef ParentName="GiveQuestBase"> <IncidentDef>
<defName>WULA_GiveQuest_Intro_Spy</defName> <defName>WULA_GiveQuest_Intro_Spy</defName>
<category>GiveQuest</category>
<label>SPY</label> <label>SPY</label>
<questScriptDef>WULA_Intro_Spy</questScriptDef> <!-- 通向具体的questScrip --> <targetTags>
<baseChance>0</baseChance> <!-- given by a special storyteller comp --> <li>Map_PlayerHome</li>
</targetTags>
<questScriptDef>WULA_Intro_Spy</questScriptDef>
<workerClass>IncidentWorker_GiveQuest</workerClass>
<baseChance>0</baseChance>
<requireColonistsPresent>True</requireColonistsPresent>
</IncidentDef> </IncidentDef>
<QuestScriptDef> <QuestScriptDef>

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@@ -181,15 +181,17 @@
<numIncidentsRange>1</numIncidentsRange> <numIncidentsRange>1</numIncidentsRange>
</li> </li>
<li Class="WulaFallenEmpire.StorytellerComp_SingleOnceFixed_FactionFilter"> <!-- Odyssey grav engine quest -->
<incident>WULA_GiveQuest_Intro_Spy</incident> <li Class="StorytellerCompProperties_ImportantQuest">
<fireAfterDaysPassed>6</fireAfterDaysPassed> <fireAfterDaysPassed>1</fireAfterDaysPassed>
<excludedFactionTypes> <questIncident MayRequire="Ludeon.RimWorld.Odyssey">WULA_GiveQuest_Intro_Spy</questIncident>
<li>WULA_Awakened_Synth</li> <questDef MayRequire="Ludeon.RimWorld.Odyssey">WULA_Intro_Spy</questDef>
</excludedFactionTypes> <allowedTargetTags>
<!-- <allowedFactionTypes> <li>Map_PlayerHome</li>
<li>WULA_Awakened_Synth</li> </allowedTargetTags>
</allowedFactionTypes> --> <enableIfAnyModActive>
<li>Ludeon.RimWorld.Odyssey</li>
</enableIfAnyModActive>
</li> </li>
</comps> </comps>
</StorytellerDef> </StorytellerDef>

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@@ -46,7 +46,7 @@
<canTargetLocations>true</canTargetLocations> <canTargetLocations>true</canTargetLocations>
</targetParams> </targetParams>
<pathWidth>2</pathWidth> <pathWidth>2</pathWidth>
<damageDef>BombSuper</damageDef> <damageDef>Damage_WULA_RW_Unlimit_Penetrating_Beam_Cannon</damageDef>
<damageAmount>450</damageAmount> <damageAmount>450</damageAmount>
<armorPenetration>2</armorPenetration> <armorPenetration>2</armorPenetration>
<beamDefName>WULA_ExcaliburBeam</beamDefName> <beamDefName>WULA_ExcaliburBeam</beamDefName>
@@ -224,7 +224,7 @@
<defaultCooldownTime>16</defaultCooldownTime> <defaultCooldownTime>16</defaultCooldownTime>
<isMortar>true</isMortar> <isMortar>true</isMortar>
<requireLineOfSight>false</requireLineOfSight> <requireLineOfSight>false</requireLineOfSight>
<minRange>4</minRange> <minRange>12</minRange>
<range>120</range> <range>120</range>
<burstShotCount>3</burstShotCount> <burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots> <ticksBetweenBurstShots>12</ticksBetweenBurstShots>
@@ -247,7 +247,7 @@
</graphicData> </graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass> <thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile> <projectile>
<damageDef>Bomb</damageDef> <damageDef>WULA_GiantBomb</damageDef>
<damageAmountBase>45</damageAmountBase> <damageAmountBase>45</damageAmountBase>
<speed>60</speed> <speed>60</speed>
<explosionRadius>6</explosionRadius> <explosionRadius>6</explosionRadius>
@@ -373,27 +373,55 @@
<li> <li>
<verbClass>Verb_Shoot</verbClass> <verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand> <hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_WM_Panzer_Turret</defaultProjectile> <defaultProjectile>Bullet_Wula_AI_Heavy_Panzer_Turret_Weapon</defaultProjectile>
<warmupTime>0</warmupTime> <warmupTime>0</warmupTime>
<defaultCooldownTime>4</defaultCooldownTime>
<minRange>5.9</minRange> <minRange>5.9</minRange>
<range>60</range> <range>60</range>
<defaultCooldownTime>3</defaultCooldownTime>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<requireLineOfSight>true</requireLineOfSight> <requireLineOfSight>true</requireLineOfSight>
<burstShotCount>1</burstShotCount>
<forcedMissRadius>0.1</forcedMissRadius> <forcedMissRadius>0.1</forcedMissRadius>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast> <soundCast>Shot_ChargeRifle</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail> <soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale> <muzzleFlashScale>18</muzzleFlashScale>
</li> </li>
</verbs> </verbs>
</ThingDef> </ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Wula_AI_Heavy_Panzer_Turret_Weapon</defName>
<label>青金石自动炮炮弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>2.5</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>12</damageAmountBase>
<speed>90</speed>
<explosionRadius>2.1</explosionRadius>
<arcHeightFactor>0</arcHeightFactor>
<soundExplode>Explosion_Rocket</soundExplode>
<armorPenetrationBase>1.5</armorPenetrationBase>
<screenShakeFactor>0.1</screenShakeFactor>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged"> <ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>Wula_AI_Heavy_Panzer_Missile_Weapon</defName> <defName>Wula_AI_Heavy_Panzer_Main_Weapon</defName>
<label>WLl-2"月长石"</label> <label>SDm-2"月长石"</label>
<description>HAp-6"战车"在侧面挂载的导弹系统,需要瞄准较长的时间,但是可以一次性发射大量的导弹</description> <description>HAp-6"战车"车体正面的突击炮,射程很短并且只能在静止状态开火,但是威力巨大,专门用于对付坚固的工事和成片的人群</description>
<tickerType>Normal</tickerType> <tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel> <techLevel>Spacer</techLevel>
<uiIconPath>Wula/Projectile/WULA_Loitering_Munition</uiIconPath> <uiIconPath>Wula/Projectile/WULA_Shrapnel</uiIconPath>
<graphicData> <graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath> <texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass> <graphicClass>Graphic_Single</graphicClass>
@@ -415,18 +443,15 @@
<li> <li>
<verbClass>Verb_Shoot</verbClass> <verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand> <hasStandardCommand>true</hasStandardCommand>
<!-- <defaultProjectile>Bullet_AssaultRifle</defaultProjectile> --> <defaultProjectile>Bullet_Wula_AI_Heavy_Panzer_Main_Weapon</defaultProjectile>
<defaultProjectile>Bullet_WULA_RW_Base_Loitering_Munition</defaultProjectile> <warmupTime>2</warmupTime>
<warmupTime>5</warmupTime> <range>21</range>
<range>40</range> <burstShotCount>1</burstShotCount>
<burstShotCount>6</burstShotCount> <forcedMissRadius>1</forcedMissRadius>
<ticksBetweenBurstShots>16</ticksBetweenBurstShots>
<soundCast>RocketswarmLauncher_Fire</soundCast> <soundCast>RocketswarmLauncher_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail> <soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams> <targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetLocations>true</canTargetLocations> <canTargetLocations>true</canTargetLocations>
<canTargetBuildings>true</canTargetBuildings>
</targetParams> </targetParams>
</li> </li>
</verbs> </verbs>
@@ -438,4 +463,33 @@
<li>Wula_AI_Heavy_Panzer_Weapon</li> <li>Wula_AI_Heavy_Panzer_Weapon</li>
</weaponTags> </weaponTags>
</ThingDef> </ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Wula_AI_Heavy_Panzer_Main_Weapon</defName>
<label>月长石炮弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Shrapnel</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>WULA_GiantBomb</damageDef>
<damageAmountBase>65</damageAmountBase>
<speed>25</speed>
<explosionRadius>6</explosionRadius>
<armorPenetrationBase>1.5</armorPenetrationBase>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<stoppingPower>10</stoppingPower>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
</Defs> </Defs>

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@@ -1053,8 +1053,8 @@
</li> </li>
<li Class="CompProperties_Shield"> <li Class="CompProperties_Shield">
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins --> <startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
<minDrawSize>4.2</minDrawSize> <minDrawSize>5.2</minDrawSize>
<maxDrawSize>4.4</maxDrawSize> <maxDrawSize>5.4</maxDrawSize>
<energyLossPerDamage>0.02</energyLossPerDamage> <energyLossPerDamage>0.02</energyLossPerDamage>
<energyOnReset>4.0</energyOnReset> <energyOnReset>4.0</energyOnReset>
<blocksRangedWeapons>false</blocksRangedWeapons> <blocksRangedWeapons>false</blocksRangedWeapons>

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@@ -20,14 +20,6 @@
<AircraftLaunched>已获得 {0} {1}</AircraftLaunched> <AircraftLaunched>已获得 {0} {1}</AircraftLaunched>
<HangarDamaged>机库已损坏</HangarDamaged> <HangarDamaged>机库已损坏</HangarDamaged>
<!-- Aircraft Strike Messages -->
<AircraftManagerNotFound>战机管理器未找到!</AircraftManagerNotFound>
<AircraftStrikeInitiated>空中打击已启动:{0}</AircraftStrikeInitiated>
<AircraftStrikeSuccess>空中打击:成功使用 {0} 只 {1}</AircraftStrikeSuccess>
<NoAvailableAircraft>没有可用的战机:{0}</NoAvailableAircraft>
<AircraftStrikeFailed>空中打击:{1} 没有可用的 {0}</AircraftStrikeFailed>
<NoAircraftForStrike>没有可用的 {0}</NoAircraftForStrike>
<!-- Mouse Overlay Text --> <!-- Mouse Overlay Text -->
<AvailableAircraft>{0}{1}</AvailableAircraft> <AvailableAircraft>{0}{1}</AvailableAircraft>
<CooldownAircraft>冷却中:{0}</CooldownAircraft> <CooldownAircraft>冷却中:{0}</CooldownAircraft>
@@ -70,4 +62,28 @@
<AircraftCooldownEnded>{0} 准备好再次进行打击</AircraftCooldownEnded> <AircraftCooldownEnded>{0} 准备好再次进行打击</AircraftCooldownEnded>
<NoAircraftStatus>没有可用的战机</NoAircraftStatus> <NoAircraftStatus>没有可用的战机</NoAircraftStatus>
<AircraftStatusLine>{0}{1}/{2}(冷却中:{3}</AircraftStatusLine> <AircraftStatusLine>{0}{1}/{2}(冷却中:{3}</AircraftStatusLine>
<WULA_DestroyFlyOver>已净空航道,航道上的舰队正在回到高空轨道</WULA_DestroyFlyOver>
<!-- Aircraft Strike Ability -->
<WULA_AircraftManagerNotFound>战机管理器未找到</WULA_AircraftManagerNotFound>
<WULA_AircraftStrikeInitiated>{0}空袭已启动</WULA_AircraftStrikeInitiated>
<WULA_AircraftStrikeSuccess>使用了{0}架{1}执行空袭</WULA_AircraftStrikeSuccess>
<WULA_NoAvailableAircraft>没有可用的{0}</WULA_NoAvailableAircraft>
<WULA_AircraftStrikeFailed>无法为派系{1}使用{0}</WULA_AircraftStrikeFailed>
<WULA_UnknownFaction>未知派系</WULA_UnknownFaction>
<WULA_AircraftSystemNotReady>战机系统未就绪</WULA_AircraftSystemNotReady>
<WULA_NoAvailableAircraftType>没有可用的{0}</WULA_NoAvailableAircraftType>
<WULA_AircraftInsufficient>{0}数量不足 ({1}/{2})</WULA_AircraftInsufficient>
<WULA_AircraftOnCooldown>{0}正在冷却中</WULA_AircraftOnCooldown>
<WULA_AvailableAircraft>可用战机: {0}</WULA_AvailableAircraft>
<WULA_CooldownAircraft>冷却中: {0}</WULA_CooldownAircraft>
<WULA_CostPerUse>每次消耗: {0}</WULA_CostPerUse>
<WULA_NoAircraftForStrike>没有可用的战机执行空袭</WULA_NoAircraftForStrike>
<WULA_AircraftStatus>战机状态:</WULA_AircraftStatus>
<WULA_TotalAircraft>• 总数: {0}</WULA_TotalAircraft>
<WULA_ReadyAircraft>• 可用: {0}</WULA_ReadyAircraft>
<WULA_CooldownAircraftCount>• 冷却中: {0}</WULA_CooldownAircraftCount>
<WULA_AircraftRequirement>需要 {0} x{1}</WULA_AircraftRequirement>
<WULA_CooldownTime>冷却时间: {0} 小时</WULA_CooldownTime>
</LanguageData> </LanguageData>

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@@ -197,28 +197,6 @@ namespace WulaFallenEmpire
return Mathf.Clamp01(currentFadeInTime / fadeInDuration); return Mathf.Clamp01(currentFadeInTime / fadeInDuration);
} }
} }
// 修改后的淡出透明度属性
public float FadeOutAlpha
{
get
{
if (!useFadeOut || !fadeOutStarted) return 1f;
if (fadeOutCompleted) return 0f;
return Mathf.Clamp01(1f - (currentFadeOutTime / fadeOutDuration));
}
}
// 修改后的总体透明度属性
public float OverallAlpha
{
get
{
if (!useFadeEffects) return 1f;
return FadeInAlpha * FadeOutAlpha;
}
}
// 新增:计算剩余飞行时间(秒) // 新增:计算剩余飞行时间(秒)
public float RemainingFlightTime public float RemainingFlightTime
{ {
@@ -228,6 +206,151 @@ namespace WulaFallenEmpire
return remainingProgress / (flightSpeed * 0.001f) * (1f / 60f); return remainingProgress / (flightSpeed * 0.001f) * (1f / 60f);
} }
} }
// 修改后的紧急销毁方法 - 急速加速版本
public void EmergencyDestroy()
{
if (Destroyed || hasCompleted) return;
// 计算剩余进度
float remainingProgress = 1f - currentProgress;
// 计算需要的速度确保在1秒内完成剩余进度
// 每帧增加 flightSpeed * 0.0011秒60帧所以需要remainingProgress = flightSpeed * 0.001 * 60
// 因此flightSpeed = remainingProgress / (0.001 * 60) = remainingProgress / 0.06
float requiredSpeed = remainingProgress / 0.06f;
// 设置新的飞行速度确保至少是当前速度的2倍
flightSpeed = Mathf.Max(requiredSpeed, flightSpeed * 2f);
// 标记为紧急销毁状态
hasCompleted = false; // 确保可以继续飞行
Log.Message($"FlyOver emergency destroy: accelerating to complete in 1 second. " +
$"Current progress: {currentProgress:F2}, Required speed: {requiredSpeed:F2}, " +
$"Actual speed: {flightSpeed:F2}");
}
// 修改后的淡出透明度属性 - 紧急销毁时强制启用淡出
public float FadeOutAlpha
{
get
{
// 如果已经开始了淡出(包括紧急销毁),就应用淡出效果
if (!fadeOutStarted) return 1f;
if (fadeOutCompleted) return 0f;
return Mathf.Clamp01(1f - (currentFadeOutTime / fadeOutDuration));
}
}
// 修改后的总体透明度属性 - 紧急销毁时强制计算淡出
public float OverallAlpha
{
get
{
if (!useFadeEffects && !fadeOutStarted) return 1f;
return FadeInAlpha * FadeOutAlpha;
}
}
// 修改后的 Tick 方法,优化紧急销毁逻辑
protected override void Tick()
{
base.Tick();
if (!hasStarted || hasCompleted)
return;
// 更新进场动画
if (useApproachAnimation && !approachCompleted)
{
currentApproachTime += 1f / 60f;
if (currentApproachTime >= approachDuration)
{
approachCompleted = true;
currentApproachTime = approachDuration;
}
}
// 更新淡入效果(仅在启用时)
if (useFadeIn && !fadeInCompleted)
{
currentFadeInTime += 1f / 60f;
if (currentFadeInTime >= fadeInDuration)
{
fadeInCompleted = true;
currentFadeInTime = fadeInDuration;
}
}
// 更新飞行进度
currentProgress += flightSpeed * 0.001f;
// 检查是否应该开始淡出(仅在启用时且未紧急销毁)
if (useFadeOut && !fadeOutStarted && currentProgress >= fadeOutStartProgress)
{
StartFadeOut();
}
// 更新淡出效果(仅在启用时)
if (useFadeOut && fadeOutStarted && !fadeOutCompleted)
{
currentFadeOutTime += 1f / 60f;
if (currentFadeOutTime >= fadeOutDuration)
{
fadeOutCompleted = true;
currentFadeOutTime = fadeOutDuration;
}
}
// 更新当前位置
UpdatePosition();
// 维持飞行音效
UpdateFlightSound();
// 检查是否到达终点
if (currentProgress >= 1f)
{
CompleteFlyOver();
return; // 立即返回,避免后续处理
}
// 生成飞行轨迹特效
CreateFlightEffects();
}
// 修改后的 CompleteFlyOver 方法,添加紧急销毁处理
private void CompleteFlyOver()
{
if (hasCompleted) return;
hasCompleted = true;
currentProgress = 1f;
// 生成内容物(如果需要)
if (spawnContentsOnImpact && innerContainer.Any)
{
SpawnContents();
}
// 播放完成音效
if (def.skyfaller?.impactSound != null)
{
def.skyfaller.impactSound.PlayOneShot(
SoundInfo.InMap(new TargetInfo(endPosition, base.Map)));
}
Log.Message($"FlyOver completed at {endPosition}");
// 立即销毁
Destroy();
}
// 修改后的 UpdatePosition 方法,添加安全检查
private void UpdatePosition()
{
if (hasCompleted) return;
Vector3 currentWorldPos = Vector3.Lerp(startPosition.ToVector3(), endPosition.ToVector3(), currentProgress);
IntVec3 newPos = currentWorldPos.ToIntVec3();
if (newPos != base.Position && newPos.InBounds(base.Map))
{
base.Position = newPos;
}
}
// 新增:计算基于剩余距离的淡出持续时间 // 新增:计算基于剩余距离的淡出持续时间
private float CalculateDynamicFadeOutDuration() private float CalculateDynamicFadeOutDuration()
@@ -337,63 +460,6 @@ namespace WulaFallenEmpire
} }
} }
} }
protected override void Tick()
{
base.Tick();
if (!hasStarted || hasCompleted)
return;
// 更新进场动画
if (useApproachAnimation && !approachCompleted)
{
currentApproachTime += 1f / 60f;
if (currentApproachTime >= approachDuration)
{
approachCompleted = true;
currentApproachTime = approachDuration;
Log.Message("FlyOver approach animation completed");
}
}
// 更新淡入效果(仅在启用时)
if (useFadeIn && !fadeInCompleted)
{
currentFadeInTime += 1f / 60f;
if (currentFadeInTime >= fadeInDuration)
{
fadeInCompleted = true;
currentFadeInTime = fadeInDuration;
}
}
// 更新飞行进度
currentProgress += flightSpeed * 0.001f;
// 检查是否应该开始淡出(仅在启用时)
if (useFadeOut && !fadeOutStarted && currentProgress >= fadeOutStartProgress)
{
StartFadeOut();
}
// 更新淡出效果(仅在启用时)
if (useFadeOut && fadeOutStarted && !fadeOutCompleted)
{
currentFadeOutTime += 1f / 60f;
if (currentFadeOutTime >= fadeOutDuration)
{
fadeOutCompleted = true;
currentFadeOutTime = fadeOutDuration;
Log.Message("FlyOver fade out completed");
}
}
// 更新当前位置
UpdatePosition();
// 维持飞行音效(在淡出时逐渐降低音量)
UpdateFlightSound();
// 检查是否到达终点
if (currentProgress >= 1f)
{
CompleteFlyOver();
}
// 生成飞行轨迹特效(在淡出时减少特效)
CreateFlightEffects();
}
// 新增:开始淡出效果 // 新增:开始淡出效果
private void StartFadeOut() private void StartFadeOut()
{ {
@@ -405,69 +471,21 @@ namespace WulaFallenEmpire
Log.Message($"FlyOver started fade out at progress {currentProgress:F2}, duration: {fadeOutDuration:F2}s, remaining time: {RemainingFlightTime:F2}s"); Log.Message($"FlyOver started fade out at progress {currentProgress:F2}, duration: {fadeOutDuration:F2}s, remaining time: {RemainingFlightTime:F2}s");
} }
private void UpdatePosition() // 修改后的 UpdateFlightSound 方法,添加紧急销毁时的音效处理
{
Vector3 currentWorldPos = Vector3.Lerp(startPosition.ToVector3(), endPosition.ToVector3(), currentProgress);
IntVec3 newPos = currentWorldPos.ToIntVec3();
if (newPos != base.Position && newPos.InBounds(base.Map))
{
base.Position = newPos;
}
}
// 修改后的音效更新方法
private void UpdateFlightSound() private void UpdateFlightSound()
{ {
if (flightSoundPlaying != null) if (flightSoundPlaying != null)
{ {
if (useFadeOut && fadeOutStarted) // 紧急销毁时提高音效音量或频率
if (flightSoundPlaying != null && flightSoundPlaying.externalParams != null)
{ {
// 淡出时逐渐降低音效音量 // 可以根据需要调整紧急销毁时的音效参数
flightSoundPlaying.externalParams["VolumeFactor"] = FadeOutAlpha; flightSoundPlaying.externalParams["VolumeFactor"] = 1f; // 保持最大音量
} }
flightSoundPlaying?.Maintain(); flightSoundPlaying?.Maintain();
} }
} }
private void CompleteFlyOver()
{
hasCompleted = true;
currentProgress = 1f;
// 生成内容物(如果需要)
if (spawnContentsOnImpact && innerContainer.Any)
{
SpawnContents();
}
// 播放完成音效
if (def.skyfaller?.impactSound != null)
{
def.skyfaller.impactSound.PlayOneShot(
SoundInfo.InMap(new TargetInfo(endPosition, base.Map)));
}
Log.Message($"FlyOver completed at {endPosition}");
// 销毁自身
Destroy();
}
// 修改后的紧急销毁方法
public void EmergencyDestroy()
{
if (useFadeOut && !fadeOutStarted)
{
// 如果还没有开始淡出,使用默认淡出时间
fadeOutStarted = true;
fadeOutDuration = defaultFadeOutDuration;
Log.Message($"FlyOver emergency destroy with default fade out: {defaultFadeOutDuration}s");
}
// 设置标记,下一帧会处理淡出
hasCompleted = true;
}
private void SpawnContents() private void SpawnContents()
{ {
foreach (Thing thing in innerContainer) foreach (Thing thing in innerContainer)
@@ -480,19 +498,21 @@ namespace WulaFallenEmpire
innerContainer.Clear(); innerContainer.Clear();
} }
// 修改后的特效生成方法 // 修改后的 CreateFlightEffects 方法,添加紧急销毁时的特效增强
private void CreateFlightEffects() private void CreateFlightEffects()
{ {
// 在飞行轨迹上生成粒子效果 // 在飞行轨迹上生成粒子效果
if (Rand.MTBEventOccurs(0.5f, 1f, 1f) && def.skyfaller?.motesPerCell > 0 && !fadeOutCompleted) if (Rand.MTBEventOccurs(0.5f, 1f, 1f) && def.skyfaller?.motesPerCell > 0)
{ {
Vector3 effectPos = DrawPos; Vector3 effectPos = DrawPos;
effectPos.y = AltitudeLayer.MoteOverhead.AltitudeFor(); effectPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
// 淡出时减少粒子效果强度
float effectIntensity = (useFadeOut && fadeOutStarted) ? FadeOutAlpha : 1f; // 紧急销毁时增强粒子效果
float effectIntensity = 1f;
FleckMaker.ThrowSmoke(effectPos, base.Map, 1f * effectIntensity); FleckMaker.ThrowSmoke(effectPos, base.Map, 1f * effectIntensity);
// 可选:根据速度生成更多效果
if (flightSpeed > 2f && !(useFadeOut && fadeOutStarted)) // 紧急销毁时生成更多效果
if (flightSpeed > 2f)
{ {
FleckMaker.ThrowAirPuffUp(effectPos, base.Map); FleckMaker.ThrowAirPuffUp(effectPos, base.Map);
} }

View File

@@ -31,7 +31,7 @@ namespace WulaFallenEmpire
if (aircraftManager == null) if (aircraftManager == null)
{ {
Log.Error("AircraftManagerNotFound".Translate()); Log.Error("WULA_AircraftManagerNotFound".Translate());
return; return;
} }
@@ -39,13 +39,13 @@ namespace WulaFallenEmpire
if (aircraftManager.TryUseAircraft(Props.requiredAircraftType, Props.aircraftsPerUse, parent.pawn.Faction, Props.aircraftCooldownTicks)) if (aircraftManager.TryUseAircraft(Props.requiredAircraftType, Props.aircraftsPerUse, parent.pawn.Faction, Props.aircraftCooldownTicks))
{ {
// 成功消耗战机,发送消息 // 成功消耗战机,发送消息
Messages.Message("AircraftStrikeInitiated".Translate(Props.requiredAircraftType.LabelCap), MessageTypeDefOf.PositiveEvent); Messages.Message("WULA_AircraftStrikeInitiated".Translate(Props.requiredAircraftType.LabelCap), MessageTypeDefOf.PositiveEvent);
Log.Message("AircraftStrikeSuccess".Translate(Props.aircraftsPerUse, Props.requiredAircraftType.LabelCap)); Log.Message("WULA_AircraftStrikeSuccess".Translate(Props.aircraftsPerUse, Props.requiredAircraftType.LabelCap));
} }
else else
{ {
Messages.Message("NoAvailableAircraft".Translate(Props.requiredAircraftType.LabelCap), MessageTypeDefOf.NegativeEvent); Messages.Message("WULA_NoAvailableAircraft".Translate(Props.requiredAircraftType.LabelCap), MessageTypeDefOf.NegativeEvent);
Log.Warning("AircraftStrikeFailed".Translate(Props.requiredAircraftType.LabelCap, parent.pawn.Faction?.Name ?? "UnknownFaction".Translate())); Log.Warning("WULA_AircraftStrikeFailed".Translate(Props.requiredAircraftType.LabelCap, parent.pawn.Faction?.Name ?? "WULA_UnknownFaction".Translate()));
} }
} }
@@ -59,6 +59,44 @@ namespace WulaFallenEmpire
aircraftManager.HasAvailableAircraft(Props.requiredAircraftType, Props.aircraftsPerUse, parent.pawn.Faction); aircraftManager.HasAvailableAircraft(Props.requiredAircraftType, Props.aircraftsPerUse, parent.pawn.Faction);
} }
// 关键修改:重写 GizmoDisabled 方法,在不满足条件时禁用按钮
public override bool GizmoDisabled(out string reason)
{
// 先检查基础条件
if (base.GizmoDisabled(out reason))
return true;
// 检查战机可用性
WorldComponent_AircraftManager aircraftManager = Find.World.GetComponent<WorldComponent_AircraftManager>();
if (aircraftManager == null)
{
reason = "WULA_AircraftSystemNotReady".Translate();
return true;
}
if (!aircraftManager.HasAvailableAircraft(Props.requiredAircraftType, Props.aircraftsPerUse, parent.pawn.Faction))
{
int available = aircraftManager.GetAvailableAircraftCount(Props.requiredAircraftType, parent.pawn.Faction);
int total = aircraftManager.GetTotalAircraftCount(Props.requiredAircraftType, parent.pawn.Faction);
if (available == 0 && total == 0)
{
reason = "WULA_NoAvailableAircraftType".Translate(Props.requiredAircraftType.LabelCap);
}
else if (available < Props.aircraftsPerUse)
{
reason = "WULA_AircraftInsufficient".Translate(Props.requiredAircraftType.LabelCap, available, Props.aircraftsPerUse);
}
else
{
reason = "WULA_AircraftOnCooldown".Translate(Props.requiredAircraftType.LabelCap);
}
return true;
}
return false;
}
public override string ExtraLabelMouseAttachment(LocalTargetInfo target) public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{ {
WorldComponent_AircraftManager aircraftManager = Find.World.GetComponent<WorldComponent_AircraftManager>(); WorldComponent_AircraftManager aircraftManager = Find.World.GetComponent<WorldComponent_AircraftManager>();
@@ -73,9 +111,9 @@ namespace WulaFallenEmpire
string cooldownSymbols = GetAircraftSymbols(onCooldown, "◇"); string cooldownSymbols = GetAircraftSymbols(onCooldown, "◇");
StringBuilder sb = new StringBuilder(); StringBuilder sb = new StringBuilder();
sb.AppendLine("AvailableAircraft".Translate(Props.requiredAircraftType.LabelCap, availableSymbols)); sb.AppendLine("WULA_AvailableAircraft".Translate(availableSymbols));
sb.AppendLine("CooldownAircraft".Translate(cooldownSymbols)); sb.AppendLine("WULA_CooldownAircraft".Translate(cooldownSymbols));
sb.Append("CostPerUse".Translate(Props.aircraftsPerUse)); sb.Append("WULA_CostPerUse".Translate(Props.aircraftsPerUse));
return sb.ToString(); return sb.ToString();
} }
@@ -86,18 +124,16 @@ namespace WulaFallenEmpire
// 生成飞机符号表示 // 生成飞机符号表示
private string GetAircraftSymbols(int count, string symbol) private string GetAircraftSymbols(int count, string symbol)
{ {
if (count <= 0) return "—"; // 无飞机时显示破折号 if (count <= 0) return "—";
StringBuilder sb = new StringBuilder(); StringBuilder sb = new StringBuilder();
int displayCount = count; int displayCount = count;
// 如果数量过多,用数字+符号表示
if (count > 10) if (count > 10)
{ {
return $"{count}{symbol}"; return $"{count}{symbol}";
} }
// 直接显示符号
for (int i = 0; i < displayCount; i++) for (int i = 0; i < displayCount; i++)
{ {
sb.Append(symbol); sb.Append(symbol);
@@ -117,7 +153,7 @@ namespace WulaFallenEmpire
{ {
if (throwMessages) if (throwMessages)
{ {
Messages.Message("NoAircraftForStrike".Translate(Props.requiredAircraftType.LabelCap), MessageTypeDefOf.RejectInput); Messages.Message("WULA_NoAircraftForStrike".Translate(), MessageTypeDefOf.RejectInput);
} }
return false; return false;
} }
@@ -140,11 +176,12 @@ namespace WulaFallenEmpire
float cooldownHours = TicksToHours(Props.aircraftCooldownTicks); float cooldownHours = TicksToHours(Props.aircraftCooldownTicks);
StringBuilder sb = new StringBuilder(); StringBuilder sb = new StringBuilder();
sb.AppendLine("AircraftStatusTooltip".Translate()); sb.AppendLine("WULA_AircraftStatus".Translate());
sb.AppendLine("• " + "TotalAircraft".Translate(total)); sb.AppendLine("WULA_TotalAircraft".Translate(total));
sb.AppendLine("• " + "ReadyAircraft".Translate(available)); sb.AppendLine("WULA_ReadyAircraft".Translate(available));
sb.AppendLine("• " + "CooldownAircraft".Translate(onCooldown)); sb.AppendLine("WULA_CooldownAircraftCount".Translate(onCooldown));
sb.AppendLine("AircraftAbilityDescription".Translate(Props.requiredAircraftType.LabelCap, Props.aircraftsPerUse, cooldownHours.ToString("F1"))); sb.AppendLine("WULA_AircraftRequirement".Translate(Props.requiredAircraftType.LabelCap, Props.aircraftsPerUse));
sb.AppendLine("WULA_CooldownTime".Translate(cooldownHours.ToString("F1")));
return sb.ToString(); return sb.ToString();
} }
@@ -155,7 +192,6 @@ namespace WulaFallenEmpire
// 将 tick 转换为小时 // 将 tick 转换为小时
private float TicksToHours(int ticks) private float TicksToHours(int ticks)
{ {
// RimWorld 中 1 小时 = 2500 tick
return ticks / 2500f; return ticks / 2500f;
} }
} }

View File

@@ -0,0 +1,57 @@
using System.Collections.Generic;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
// CompProperties 定义
public class CompProperties_DestroyFlyOverByFacilities : CompProperties_AbilityEffect
{
public CompProperties_DestroyFlyOverByFacilities()
{
compClass = typeof(CompAbilityEffect_DestroyFlyOverByFacilities);
}
}
// Comp 实现
public class CompAbilityEffect_DestroyFlyOverByFacilities : CompAbilityEffect
{
public new CompProperties_DestroyFlyOverByFacilities Props => (CompProperties_DestroyFlyOverByFacilities)props;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
if (parent.pawn?.Map == null) return;
// 销毁所有 FlyOver 物体
DestroyAllFlyOvers();
}
// 销毁所有 FlyOver
private void DestroyAllFlyOvers()
{
List<Thing> flyOvers = new List<Thing>();
// 获取地图上所有的 FlyOver
foreach (Thing thing in parent.pawn.Map.listerThings.AllThings)
{
if (thing is FlyOver flyOver)
{
flyOvers.Add(flyOver);
}
}
// 销毁找到的 FlyOver
foreach (FlyOver flyOver in flyOvers)
{
flyOver.EmergencyDestroy();
}
if (flyOvers.Count > 0)
{
Messages.Message($"WULA_DestroyFlyOver".Translate(), parent.pawn, MessageTypeDefOf.PositiveEvent);
}
}
}
}

View File

@@ -127,6 +127,7 @@
<Compile Include="Flyover\WULA_AircraftHangar\CompAircraftHangar.cs" /> <Compile Include="Flyover\WULA_AircraftHangar\CompAircraftHangar.cs" />
<Compile Include="Flyover\WULA_AircraftHangar\WorldComponent_AircraftManager.cs" /> <Compile Include="Flyover\WULA_AircraftHangar\WorldComponent_AircraftManager.cs" />
<Compile Include="Flyover\WULA_BlockedByFlyOverFacility\CompAbilityEffect_BlockedByFlyOverFacility.cs" /> <Compile Include="Flyover\WULA_BlockedByFlyOverFacility\CompAbilityEffect_BlockedByFlyOverFacility.cs" />
<Compile Include="Flyover\WULA_DestroyFlyOverByFacilities\CompProperties_DestroyFlyOverByFacilities.cs" />
<Compile Include="Flyover\WULA_FlyOverDropPod\CompProperties_FlyOverDropPod.cs" /> <Compile Include="Flyover\WULA_FlyOverDropPod\CompProperties_FlyOverDropPod.cs" />
<Compile Include="Flyover\WULA_FlyOverEscort\CompFlyOverEscort.cs" /> <Compile Include="Flyover\WULA_FlyOverEscort\CompFlyOverEscort.cs" />
<Compile Include="Flyover\WULA_FlyOverEscort\CompProperties_FlyOverEscort.cs" /> <Compile Include="Flyover\WULA_FlyOverEscort\CompProperties_FlyOverEscort.cs" />