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@@ -20,7 +20,7 @@ namespace WulaFallenEmpire
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}
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}
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// HediffComp 实现
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// HediffComp 实现 - 只处理计时器到期
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public class HediffComp_DisappearWithEffect : HediffComp
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{
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public HediffCompProperties_DisappearWithEffect Props =>
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@@ -54,21 +54,6 @@ namespace WulaFallenEmpire
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TriggerDisappearEffect();
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}
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}
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// 如果 pawn 已经死亡,立即触发效果
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else if (Pawn.Dead)
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{
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TriggerDisappearEffect();
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}
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}
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// 处理 pawn 死亡事件 - 修复参数问题
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public override void Notify_PawnDied(DamageInfo? dinfo, Hediff culprit = null)
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{
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base.Notify_PawnDied(dinfo, culprit);
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if (!triggered)
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{
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TriggerDisappearEffect();
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}
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}
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// 触发消失效果的核心方法
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@@ -85,22 +70,22 @@ namespace WulaFallenEmpire
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IntVec3 position = Pawn.Position;
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Map map = Pawn.Map;
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// 1. 清除所有装备
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ClearAllEquipment(map);
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// 2. 播放特效
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// 1. 播放特效
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PlayFleckEffect(position, map);
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// 3. 播放音效
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// 2. 播放音效
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PlaySoundEffect(position, map);
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// 4. 发送消失消息(如果配置了)
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// 3. 发送消失消息(如果配置了)
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SendDisappearMessage();
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// 5. 删除 pawn
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// 4. 清除装备
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ClearAllEquipment();
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// 5. 暴力删除 pawn
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DestroyPawn();
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Log.Message($"[DisappearWithEffect] Pawn {Pawn.LabelCap} disappeared at {position}");
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Log.Message($"[DisappearWithEffect] Pawn {Pawn.LabelCap} destroyed at {position}");
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}
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catch (System.Exception ex)
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{
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@@ -108,69 +93,56 @@ namespace WulaFallenEmpire
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}
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}
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// 清除所有装备 - 修复参数问题
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private void ClearAllEquipment(Map map)
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// 清除所有装备
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private void ClearAllEquipment()
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{
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if (Pawn.equipment == null && Pawn.apparel == null && Pawn.inventory == null)
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return;
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// 清除装备(武器)
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// 销毁装备(武器)
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if (Pawn.equipment != null)
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{
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var allEquipment = Pawn.equipment.AllEquipmentListForReading.ListFullCopy();
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foreach (var thing in allEquipment)
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if (Props.dropEquipment)
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{
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if (Props.dropEquipment)
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// 掉落所有装备
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var allEquipment = Pawn.equipment.AllEquipmentListForReading.ListFullCopy();
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foreach (var thing in allEquipment)
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{
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// 掉落装备 - 修复类型转换问题
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ThingWithComps droppedWeapon;
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Pawn.equipment.TryDropEquipment(thing, out droppedWeapon, Pawn.Position, true);
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}
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else
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{
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// 直接销毁装备
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thing.Destroy(DestroyMode.Vanish);
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}
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}
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else
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{
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// 直接销毁所有装备
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Pawn.equipment.DestroyAllEquipment();
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}
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}
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// 清除 apparel(服装)
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// 销毁 apparel(服装)
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if (Pawn.apparel != null)
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{
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var wornApparel = Pawn.apparel.WornApparel.ListFullCopy();
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foreach (var apparel in wornApparel)
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if (Props.dropEquipment)
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{
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if (Props.dropEquipment)
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// 掉落所有服装
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var wornApparel = Pawn.apparel.WornApparel.ListFullCopy();
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foreach (var apparel in wornApparel)
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{
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// 掉落服装
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Apparel droppedApparel;
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Pawn.apparel.TryDrop(apparel, out droppedApparel, Pawn.Position, true);
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}
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else
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{
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// 直接销毁服装
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apparel.Destroy(DestroyMode.Vanish);
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}
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}
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else
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{
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// 直接销毁所有服装
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Pawn.apparel.DestroyAll();
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}
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}
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// 清除 inventory(物品栏)
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if (Pawn.inventory != null)
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// 销毁 inventory(物品栏)
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if (Pawn.inventory != null && !Props.dropEquipment)
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{
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var innerContainer = Pawn.inventory.innerContainer.InnerListForReading.ListFullCopy();
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foreach (var thing in innerContainer)
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{
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if (Props.dropEquipment)
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{
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// 掉落物品
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Thing droppedThing;
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Pawn.inventory.innerContainer.TryDrop(thing, Pawn.Position, map, ThingPlaceMode.Near, out droppedThing);
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}
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else
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{
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// 直接销毁物品
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thing.Destroy(DestroyMode.Vanish);
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}
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thing.Destroy(DestroyMode.Vanish);
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}
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}
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}
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@@ -194,7 +166,7 @@ namespace WulaFallenEmpire
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}
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}
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// 播放音效 - 修复音效播放问题
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// 播放音效
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private void PlaySoundEffect(IntVec3 position, Map map)
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{
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if (!Props.playSound) return;
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@@ -232,19 +204,18 @@ namespace WulaFallenEmpire
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// 删除 pawn
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private void DestroyPawn()
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{
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if (Pawn.Dead && Props.destroyCorpse)
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if (Pawn.Destroyed) return;
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try
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{
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// 如果是尸体,直接销毁
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Pawn.Destroy();
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// 直接调用 Destroy,绕过所有死亡逻辑
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Pawn.Destroy(DestroyMode.Vanish);
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Log.Message($"[DisappearWithEffect] Pawn {Pawn.LabelCap} destroyed");
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}
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else if (!Pawn.Dead)
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catch (System.Exception ex)
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{
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// 如果是活着的 pawn,先杀死再销毁
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Pawn.Kill(null, this.parent);
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if (Props.destroyCorpse)
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{
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Pawn.Destroy();
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}
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Log.Error($"[DisappearWithEffect] Error destroying pawn: {ex}");
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}
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}
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