zc
This commit is contained in:
Binary file not shown.
@@ -0,0 +1,289 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Defs>
|
||||
|
||||
<!-- 迫击炮塔空投信标 -->
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>Wula_Base_Mortar_Turret_Cleanzone</defName>
|
||||
<label>MTt-8"深渊"迫击炮塔</label>
|
||||
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放建筑。建造好的信标可以收起或移至他处,但是必须要有母舰或者工程舰在上空才能投送建筑。\n\nMTt-8"深渊"迫击炮塔是一种需要通电才能运转的中型防御炮塔,发射高爆迫击炮弹。这种炮台具有高伤害范围攻击能力,适合对付集群敌人和建筑。</description>
|
||||
<uiIconPath>Wula/Building/Wula_Base_Mortar_Turret</uiIconPath>
|
||||
<minifiedDef>MinifiedThing</minifiedDef>
|
||||
<tickerType>Normal</tickerType>
|
||||
<descriptionHyperlinks>
|
||||
<ThingDef>Wula_Base_Mortar_Turret</ThingDef>
|
||||
<ThingDef>Wula_Base_Mortar_Turret_Weapon</ThingDef>
|
||||
</descriptionHyperlinks>
|
||||
<thingCategories Inherit="False">
|
||||
<li>BuildingsMisc</li>
|
||||
</thingCategories>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
|
||||
<graphicClass>Graphic_Multi</graphicClass>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
<damageData>
|
||||
<enabled>false</enabled>
|
||||
</damageData>
|
||||
</graphicData>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<pathCost>0</pathCost>
|
||||
<castEdgeShadows>false</castEdgeShadows>
|
||||
<fillPercent>0.5</fillPercent>
|
||||
<canOverlapZones>false</canOverlapZones>
|
||||
<hasInteractionCell>false</hasInteractionCell>
|
||||
<rotatable>false</rotatable>
|
||||
<researchPrerequisites Inherit="False">
|
||||
<li>WULA_Turret_Base_Mortar_Technology</li>
|
||||
</researchPrerequisites>
|
||||
<statBases>
|
||||
<MaxHitPoints>1</MaxHitPoints>
|
||||
<WorkToBuild>1</WorkToBuild>
|
||||
<Mass>1</Mass>
|
||||
<Flammability>0</Flammability>
|
||||
</statBases>
|
||||
<size>(3,3)</size>
|
||||
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
|
||||
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
|
||||
<costList Inherit="False">
|
||||
<WULA_Alloy>100</WULA_Alloy>
|
||||
<WULA_Charge_Cube>6</WULA_Charge_Cube>
|
||||
</costList>
|
||||
<building>
|
||||
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
|
||||
</building>
|
||||
<placeWorkers>
|
||||
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
|
||||
</placeWorkers>
|
||||
<designationCategory>WULA_Buildings</designationCategory>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
|
||||
<radius>75</radius> <!-- 半径大小 -->
|
||||
<color>(1, 1, 1)</color> <!-- 白色圆圈 -->
|
||||
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
|
||||
<showInGUI>true</showInGUI>
|
||||
<label>射程</label>
|
||||
<description>在该建筑空降到指定地点时,其炮台武器的最大射程。</description>
|
||||
<defaultVisible>true</defaultVisible>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
|
||||
<skyfallerDef>Wula_Base_Mortar_Turret_Incoming</skyfallerDef> <!-- 迫击炮塔空投类型 -->
|
||||
<destroyBuilding>true</destroyBuilding>
|
||||
<delayTicks>1</delayTicks>
|
||||
<allowThinRoof>true</allowThinRoof>
|
||||
<allowThickRoof>false</allowThickRoof>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<!-- 迫击炮塔空投中 -->
|
||||
<ThingDef ParentName="SkyfallerBase">
|
||||
<defName>Wula_Base_Mortar_Turret_Incoming</defName>
|
||||
<label>MTt-8"深渊"迫击炮塔(空投中)</label>
|
||||
<size>(3,3)</size>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/Wula_Base_ATGun_Turret_Incoming</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<shaderType>CutoutFlying</shaderType>
|
||||
<drawSize>(3,3.75)</drawSize>
|
||||
</graphicData>
|
||||
<skyfaller>
|
||||
<movementType>Accelerate</movementType>
|
||||
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
|
||||
<shadowSize>(2, 2)</shadowSize>
|
||||
<anticipationSound>DropPod_Fall</anticipationSound>
|
||||
<anticipationSoundTicks>100</anticipationSoundTicks>
|
||||
<impactSound>Explosion_Vaporize</impactSound>
|
||||
<moteSpawnTime>0.05</moteSpawnTime>
|
||||
<motesPerCell>1</motesPerCell>
|
||||
<cameraShake>1</cameraShake>
|
||||
<angleCurve>
|
||||
<points>
|
||||
<li>(0,0)</li>
|
||||
<li>(1, 1)</li>
|
||||
</points>
|
||||
</angleCurve>
|
||||
<spawnThing>Wula_Base_Mortar_Turret</spawnThing>
|
||||
</skyfaller>
|
||||
<comps>
|
||||
<li Class="CompProperties_Effecter">
|
||||
<effecterDef>Smoke_Joint</effecterDef>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<!-- 迫击炮塔 -->
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>Wula_Base_Mortar_Turret</defName>
|
||||
<label>MTt-8"深渊"迫击炮塔</label>
|
||||
<description>MTt-8"深渊"迫击炮塔是一种需要通电才能运转的中型防御炮塔,发射高爆迫击炮弹。这种炮台具有高伤害范围攻击能力,适合对付集群敌人和建筑。</description>
|
||||
<thingClass>WulaFallenEmpire.Building_TurretGunHasSpeed</thingClass>
|
||||
<drawerType>MapMeshAndRealTime</drawerType>
|
||||
<modExtensions>
|
||||
<li Class="WulaFallenEmpire.ModExt_HasSpeedTurret">
|
||||
<speed>0.2</speed> <!-- 旋转速度 (度/Tick)。迫击炮旋转较慢。 -->
|
||||
</li>
|
||||
</modExtensions>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/WULA_Turret_Component</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
<!-- <drawOffset>(0,0,-0.16)</drawOffset> -->
|
||||
<damageData>
|
||||
<rect>(0.3,0.3,1.4,1.4)</rect>
|
||||
</damageData>
|
||||
<shadowData>
|
||||
<volume>(0.5,0.35,0.75)</volume>
|
||||
<offset>(0,0,-0.05)</offset>
|
||||
</shadowData>
|
||||
</graphicData>
|
||||
<receivesSignals>true</receivesSignals>
|
||||
<uiIconPath>Wula/Building/Wula_Base_Mortar_Turret</uiIconPath>
|
||||
<uiIconScale>1.0</uiIconScale>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<stealable>false</stealable>
|
||||
<rotatable>false</rotatable>
|
||||
<size>(3,3)</size>
|
||||
<statBases>
|
||||
<MaxHitPoints>1500</MaxHitPoints>
|
||||
<Flammability>0</Flammability>
|
||||
<WorkToBuild>3200</WorkToBuild>
|
||||
<Mass>80</Mass>
|
||||
<Beauty>0</Beauty>
|
||||
<ShootingAccuracyTurret>0.80</ShootingAccuracyTurret>
|
||||
</statBases>
|
||||
<costList Inherit="False">
|
||||
<WULA_Alloy>100</WULA_Alloy>
|
||||
<WULA_Charge_Cube>6</WULA_Charge_Cube>
|
||||
</costList>
|
||||
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
|
||||
<tickerType>Normal</tickerType>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<pathCost>50</pathCost>
|
||||
<fillPercent>0.5</fillPercent>
|
||||
<hasTooltip>true</hasTooltip>
|
||||
<building>
|
||||
<combatPower>450</combatPower>
|
||||
<ai_combatDangerous>true</ai_combatDangerous>
|
||||
<turretGunDef>Wula_Base_Mortar_Turret_Weapon</turretGunDef>
|
||||
<turretBurstCooldownTime>4</turretBurstCooldownTime>
|
||||
<turretTopOffset>(-0.04, 0)</turretTopOffset>
|
||||
<turretTopDrawSize>5.0</turretTopDrawSize>
|
||||
</building>
|
||||
<placeWorkers>
|
||||
<li>PlaceWorker_TurretTop</li>
|
||||
<li>PlaceWorker_ShowTurretRadius</li>
|
||||
</placeWorkers>
|
||||
<comps>
|
||||
<li Class="CompProperties_CanBeDormant" />
|
||||
<li Class="CompProperties_Initiatable" />
|
||||
<li Class="CompProperties_WakeUpDormant">
|
||||
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
|
||||
</li>
|
||||
<li Class="CompProperties_Stunnable">
|
||||
<affectedDamageDefs>
|
||||
<li>EMP</li>
|
||||
</affectedDamageDefs>
|
||||
</li>
|
||||
<li Class="CompProperties_AmbientSound">
|
||||
<sound>MechTurretBig_Call</sound>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
|
||||
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
|
||||
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
|
||||
<overrideExistingFaction>false</overrideExistingFaction>
|
||||
</li>
|
||||
<li Class="CompProperties_Power">
|
||||
<compClass>CompPowerTrader</compClass>
|
||||
<basePowerConsumption>200</basePowerConsumption> <!-- 电力消耗较低 -->
|
||||
</li>
|
||||
<li Class="CompProperties_Glower">
|
||||
<glowRadius>6</glowRadius>
|
||||
<glowColor>(252,240,120,0)</glowColor> <!-- 黄色光晕 -->
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_ForceTargetable" />
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<!-- 迫击炮塔武器 -->
|
||||
<ThingDef ParentName="BaseWeaponTurret">
|
||||
<defName>Wula_Base_Mortar_Turret_Weapon</defName>
|
||||
<label>MTt-8"深渊"</label>
|
||||
<description>迫击炮塔,可以从远距离上对敌方集群造成巨大伤害。</description>
|
||||
<tradeability>None</tradeability>
|
||||
<destroyOnDrop>true</destroyOnDrop>
|
||||
<techLevel>Ultra</techLevel>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/Wula_Base_ATGun_Turret_Weapon</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<drawSize>3</drawSize>
|
||||
</graphicData>
|
||||
<uiIconScale>0.33</uiIconScale>
|
||||
<statBases>
|
||||
<Mass>150</Mass>
|
||||
<AccuracyTouch>0.3</AccuracyTouch>
|
||||
<AccuracyShort>0.7</AccuracyShort>
|
||||
<AccuracyMedium>0.85</AccuracyMedium>
|
||||
<AccuracyLong>0.8</AccuracyLong>
|
||||
</statBases>
|
||||
<verbs>
|
||||
<li>
|
||||
<verbClass>Verb_Shoot</verbClass>
|
||||
<hasStandardCommand>true</hasStandardCommand>
|
||||
<defaultProjectile>Bullet_WULA_WM_Mortar_Turret</defaultProjectile>
|
||||
<warmupTime>2.5</warmupTime>
|
||||
<defaultCooldownTime>5</defaultCooldownTime>
|
||||
<minRange>10</minRange>
|
||||
<range>75</range>
|
||||
<burstShotCount>1</burstShotCount>
|
||||
<forcedMissRadius>1.9</forcedMissRadius>
|
||||
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
|
||||
<soundCastTail>GunTail_Heavy</soundCastTail>
|
||||
<muzzleFlashScale>18</muzzleFlashScale>
|
||||
<targetParams>
|
||||
<canTargetLocations>true</canTargetLocations>
|
||||
</targetParams>
|
||||
</li>
|
||||
</verbs>
|
||||
</ThingDef>
|
||||
|
||||
<!-- 迫击炮弹 -->
|
||||
<ThingDef ParentName="BaseBullet">
|
||||
<defName>Bullet_WULA_WM_Mortar_Turret</defName>
|
||||
<label>深渊迫击炮弹</label>
|
||||
<thingClass>WulaFallenEmpire.Projectile_NorthArcTrail</thingClass>
|
||||
<tickerType>Normal</tickerType>
|
||||
<neverMultiSelect>True</neverMultiSelect>
|
||||
<graphicData>
|
||||
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<shaderType>TransparentPostLight</shaderType>
|
||||
<drawSize>5</drawSize>
|
||||
</graphicData>
|
||||
<projectile>
|
||||
<damageDef>Bomb</damageDef>
|
||||
<damageAmountBase>220</damageAmountBase>
|
||||
<speed>20</speed>
|
||||
<armorPenetrationBase>0.8</armorPenetrationBase>
|
||||
<explosionRadius>5.0</explosionRadius>
|
||||
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
|
||||
<soundExplode>MortarBomb_Explode</soundExplode>
|
||||
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
|
||||
<soundAmbient>MortarRound_Ambient</soundAmbient>
|
||||
<stoppingPower>5</stoppingPower>
|
||||
<flyOverhead>true</flyOverhead>
|
||||
<arcHeightFactor>150</arcHeightFactor>
|
||||
</projectile>
|
||||
<modExtensions>
|
||||
<li Class="WulaFallenEmpire.TrackingBulletDef">
|
||||
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
|
||||
<fleckMakeFleckTickMax>3</fleckMakeFleckTickMax>
|
||||
<fleckDelayTicks>1</fleckDelayTicks>
|
||||
<fleckMakeFleckNum>1~2</fleckMakeFleckNum>
|
||||
<fleckScale>0.5~1.0</fleckScale>
|
||||
<fleckSpeed>0.1~0.3</fleckSpeed>
|
||||
<fleckAngle>-30~30</fleckAngle>
|
||||
</li>
|
||||
</modExtensions>
|
||||
</ThingDef>
|
||||
|
||||
</Defs>
|
||||
191
Source/WulaFallenEmpire/Projectiles/Projectile_NorthArcTrail.cs
Normal file
191
Source/WulaFallenEmpire/Projectiles/Projectile_NorthArcTrail.cs
Normal file
@@ -0,0 +1,191 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Projectile_NorthArcTrail : Projectile_Explosive
|
||||
{
|
||||
// --- 弹道部分变量 ---
|
||||
// 定义向北偏移的高度(格数),建议在XML中通过 <projectile> 参数无法直接传参时硬编码或扩展 ThingDef
|
||||
// 这里为了方便,设定默认值为 10,你可以根据需要修改
|
||||
public float northOffsetDistance = 10f;
|
||||
|
||||
private Vector3 originPos;
|
||||
private Vector3 destinationPos;
|
||||
private Vector3 bezierControlPoint;
|
||||
private int ticksFlying;
|
||||
private int totalTicks;
|
||||
private bool initialized = false;
|
||||
|
||||
// --- 尾迹部分变量 ---
|
||||
private TrackingBulletDef trackingDefInt;
|
||||
private int Fleck_MakeFleckTick;
|
||||
private Vector3 lastTickPosition; // 记录上一帧位置用于计算拖尾方向
|
||||
|
||||
// 获取 XML 中的扩展数据
|
||||
public TrackingBulletDef TrackingDef
|
||||
{
|
||||
get
|
||||
{
|
||||
if (trackingDefInt == null)
|
||||
{
|
||||
trackingDefInt = def.GetModExtension<TrackingBulletDef>();
|
||||
if (trackingDefInt == null)
|
||||
{
|
||||
// 如果没配置,给一个空的默认值防止报错,或者只报错一次
|
||||
trackingDefInt = new TrackingBulletDef();
|
||||
}
|
||||
}
|
||||
return trackingDefInt;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
// 保存弹道数据
|
||||
Scribe_Values.Look(ref originPos, "originPos");
|
||||
Scribe_Values.Look(ref destinationPos, "destinationPos");
|
||||
Scribe_Values.Look(ref bezierControlPoint, "bezierControlPoint");
|
||||
Scribe_Values.Look(ref ticksFlying, "ticksFlying", 0);
|
||||
Scribe_Values.Look(ref totalTicks, "totalTicks", 0);
|
||||
Scribe_Values.Look(ref initialized, "initialized", false);
|
||||
Scribe_Values.Look(ref northOffsetDistance, "northOffsetDistance", 10f);
|
||||
|
||||
// 保存尾迹数据
|
||||
Scribe_Values.Look(ref Fleck_MakeFleckTick, "Fleck_MakeFleckTick", 0);
|
||||
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition", Vector3.zero);
|
||||
}
|
||||
|
||||
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
|
||||
{
|
||||
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
|
||||
|
||||
// --- 初始化弹道 ---
|
||||
originPos = origin;
|
||||
destinationPos = usedTarget.CenterVector3;
|
||||
|
||||
float speed = def.projectile.speed;
|
||||
if (speed <= 0) speed = 1f;
|
||||
|
||||
// 计算直线距离估算时间
|
||||
float distance = (originPos - destinationPos).MagnitudeHorizontal();
|
||||
totalTicks = Mathf.CeilToInt(distance / speed * 100f);
|
||||
if (totalTicks < 1) totalTicks = 1;
|
||||
|
||||
ticksFlying = 0;
|
||||
|
||||
// 贝塞尔曲线计算:
|
||||
// 中点
|
||||
Vector3 midPoint = (originPos + destinationPos) / 2f;
|
||||
// 顶点 (中点向北偏移 X 格)
|
||||
Vector3 apexPoint = midPoint + new Vector3(0, 0, northOffsetDistance);
|
||||
// 控制点 P1 = 2 * 顶点 - 中点
|
||||
bezierControlPoint = 2f * apexPoint - midPoint;
|
||||
|
||||
initialized = true;
|
||||
|
||||
// --- 初始化尾迹 ---
|
||||
lastTickPosition = origin;
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
// 注意:这里不直接调用 base.Tick() 的物理位移部分,因为我们要自己控制位置
|
||||
// 但我们需要 Projectile_Explosive 的倒计时逻辑,所以我们在方法末尾调用 TickInterval
|
||||
|
||||
if (!initialized)
|
||||
{
|
||||
base.Tick();
|
||||
return;
|
||||
}
|
||||
|
||||
ticksFlying++;
|
||||
|
||||
// 1. 计算当前帧的新位置 (贝塞尔曲线 + 高度)
|
||||
float t = (float)ticksFlying / (float)totalTicks;
|
||||
if (t > 1f) t = 1f;
|
||||
|
||||
float u = 1 - t;
|
||||
// 水平位移 (贝塞尔)
|
||||
Vector3 nextPos = (u * u * originPos) + (2 * u * t * bezierControlPoint) + (t * t * destinationPos);
|
||||
// 垂直高度 (抛物线)
|
||||
float arcHeight = def.projectile.arcHeightFactor * GenMath.InverseParabola(t);
|
||||
nextPos.y = arcHeight;
|
||||
|
||||
// 设置物体确切位置
|
||||
this.Position = nextPos.ToIntVec3();
|
||||
|
||||
// 2. 处理拖尾特效 (合并的代码)
|
||||
// 只有当这一帧移动了,且配置了 DefModExtension 时才生成
|
||||
if (TrackingDef != null && TrackingDef.tailFleckDef != null)
|
||||
{
|
||||
Fleck_MakeFleckTick++;
|
||||
// 检查生成间隔
|
||||
if (Fleck_MakeFleckTick >= TrackingDef.fleckDelayTicks)
|
||||
{
|
||||
// 简单的循环计时重置逻辑
|
||||
if (Fleck_MakeFleckTick >= (TrackingDef.fleckDelayTicks + TrackingDef.fleckMakeFleckTickMax))
|
||||
{
|
||||
Fleck_MakeFleckTick = TrackingDef.fleckDelayTicks;
|
||||
}
|
||||
|
||||
Map map = base.Map;
|
||||
// 只有当在地图内时才生成
|
||||
if (map != null)
|
||||
{
|
||||
int count = TrackingDef.fleckMakeFleckNum.RandomInRange;
|
||||
Vector3 currentPosition = this.ExactPosition;
|
||||
Vector3 previousPosition = lastTickPosition;
|
||||
|
||||
// 仅当有位移时才计算角度,防止原地鬼畜
|
||||
if ((currentPosition - previousPosition).MagnitudeHorizontalSquared() > 0.0001f)
|
||||
{
|
||||
float moveAngle = (currentPosition - previousPosition).AngleFlat();
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// 这里的逻辑完全照搬原来的 BulletWithTrail
|
||||
float velocityAngle = TrackingDef.fleckAngle.RandomInRange + moveAngle;
|
||||
|
||||
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, TrackingDef.tailFleckDef, TrackingDef.fleckScale.RandomInRange);
|
||||
dataStatic.rotation = moveAngle; // 粒子朝向跟随移动方向
|
||||
dataStatic.rotationRate = TrackingDef.fleckRotation.RandomInRange;
|
||||
dataStatic.velocityAngle = velocityAngle;
|
||||
dataStatic.velocitySpeed = TrackingDef.fleckSpeed.RandomInRange;
|
||||
map.flecks.CreateFleck(dataStatic);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 3. 更新旋转角度 (Visual) 和 记录上一帧位置
|
||||
if (lastTickPosition != nextPos)
|
||||
{
|
||||
if ((nextPos - lastTickPosition).MagnitudeHorizontalSquared() > 0.001f)
|
||||
{
|
||||
this.Rotation = Rot4.FromAngleFlat((nextPos - lastTickPosition).AngleFlat());
|
||||
}
|
||||
}
|
||||
lastTickPosition = nextPos;
|
||||
|
||||
// 4. 判定到达目标或倒计时爆炸
|
||||
if (ticksFlying >= totalTicks)
|
||||
{
|
||||
Impact(null);
|
||||
return;
|
||||
}
|
||||
|
||||
// 5. 处理 Projectile_Explosive 的内部倒计时 (如果 ticksToDetonation 被设置了)
|
||||
base.TickInterval(1);
|
||||
}
|
||||
|
||||
protected override void Impact(Thing hitThing, bool blockedByShield = false)
|
||||
{
|
||||
base.Impact(hitThing, blockedByShield);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -294,6 +294,7 @@
|
||||
<Compile Include="Verb\MeleeAttack_MultiStrike\Verb_MeleeAttack_MultiStrike.cs" />
|
||||
<Compile Include="Projectiles\Projectile_ExplosiveWithTrail.cs" />
|
||||
<Compile Include="Projectiles\BulletWithTrail.cs" />
|
||||
<Compile Include="Projectiles\Projectile_NorthArcTrail.cs" />
|
||||
<Compile Include="HarmonyPatches\Patch_DropCellFinder_SkyfallerCanLandAt.cs" />
|
||||
<Compile Include="HarmonyPatches\MechWeapon\FloatMenuProvider_Mech.cs" />
|
||||
<Compile Include="HarmonyPatches\MechWeapon\Patch_MissingWeapon.cs" />
|
||||
|
||||
Reference in New Issue
Block a user