斜角墙

This commit is contained in:
2025-07-17 11:11:40 +08:00
parent 16ec93b99d
commit a2b732362b
59 changed files with 304 additions and 33 deletions

18
Source/WulaFallenEmpire/.gitignore vendored Normal file
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# Compiled output
bin/
obj/
# Rider
.idea/
# Visual Studio
.vs/
*.suo
*.user
*.userosf
*.sln.docstates
# OS generated files
.DS_Store
.localized
Thumbs.db

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using RimWorld;
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class Building_Wula_DarkEnergy_Engine : Building_GravEngine
// =========================================================================
// 1. 抽象的引擎父类 (Abstract Base Class)
// 它现在通过完全重写 DrawAt 方法来获得对绘制逻辑的控制权。
// =========================================================================
public abstract class Building_Wula_Engine_Base : Building_GravEngine
{
// 子类自己的静态只读字段
private static readonly string _childStaticValue = "Child Value";
private static readonly CachedMaterial Wula_DarkEnergy_OrbMat = new CachedMaterial("Wula/Building/Wula_DarkEnergy_Engine_Orb", ShaderDatabase.Cutout);
// 契约:所有子类都必须提供一个用于绘制的能量球贴图。
// 这个部分保持不变。
protected abstract CachedMaterial OrbMat { get; }
// 通过实例属性暴露静态值
protected override string InstanceValue => _childStaticValue;
private static readonly CachedMaterial OrbMat = new CachedMaterial("Wula/Building/Wula_DarkEnergy_Engine_Orb", ShaderDatabase.Cutout);
}
public abstract class Building_Wula_DarkEnergy_Engine_Parent : Building_GravEngine
{
// 受保护的抽象属性(实例级别)
protected abstract string InstanceValue { get; }
// 公共访问点
public void PrintValue()
// **关键修正**: 完全重写 DrawAt 方法
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
{
Console.WriteLine(InstanceValue);
// --- 第 1 部分:复制父类的 `base.DrawAt(drawLoc, flip)` 逻辑 ---
// 这会负责绘制建筑本身的基础图形。
base.DrawAt(drawLoc, flip);
// --- 第 2 部分:复制并修改 `Building_GravEngine` 的绘制逻辑 ---
if (base.Spawned)
{
// 这是原版引擎的“悬浮”动画逻辑,我们将其完整保留。
if (Find.TickManager.TicksGame >= cooldownCompleteTick)
{
drawLoc.z += 0.5f * (1f + Mathf.Sin((float)Math.PI * 2f * (float)GenTicks.TicksGame / 500f)) * 0.3f;
}
// 这是原版引擎的高度微调,我们也保留。
drawLoc.y += 0.03658537f;
// 设置缩放,这部分也来自原版代码。
Vector3 s = new Vector3(def.graphicData.drawSize.x, 1f, def.graphicData.drawSize.y);
// **最终修改**: 使用我们自己的 OrbMat 属性,而不是父类的私有变量!
// 这使得子类可以自由决定能量球的外观。
Graphics.DrawMesh(MeshPool.plane10Back, Matrix4x4.TRS(drawLoc, base.Rotation.AsQuat, s), this.OrbMat.Material, 0);
}
}
}
public class Child : Parent
{
// 子类自己的静态只读字段
private static readonly string _childStaticValue = "Child Value";
// 通过实例属性暴露静态值
protected override string InstanceValue => _childStaticValue;
// =========================================================================
// 2. 具体的暗能量引擎子类 (Concrete Child Class)
// 这个类完全不需要修改,它已经正确地实现了父类的要求。
// =========================================================================
[StaticConstructorOnStartup]
public class Building_Wula_DarkEnergy_Engine : Building_Wula_Engine_Base
{
private static readonly CachedMaterial _darkEnergyOrbMat = new CachedMaterial("Wula/Building/Wula_DarkEnergy_Engine_Orb", ShaderDatabase.Cutout);
protected override CachedMaterial OrbMat => _darkEnergyOrbMat;
}
}

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using LudeonTK;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
// 定义了一个数据结构用于从XML文件中加载我们的配置。
public class WulaHullDef : Def
{
// 以下所有 public 字段都会由RimWorld的加载系统自动从XML同名节点中填充。
public ThingDef targetDef;
public ShaderTypeDef shaderType;
public string texPath_Corner_NW;
public string texPath_Corner_NE;
public string texPath_Corner_SW;
public string texPath_Corner_SE;
public string texPath_Diagonal_NW;
public string texPath_Diagonal_NE;
public string texPath_Diagonal_SW;
public string texPath_Diagonal_SE;
// 提供一个全局静态访问点,方便在代码中随时获取配置,而无需传来传去。
public static WulaHullDef Current => DefDatabase<WulaHullDef>.GetNamed("WulaHullConfig");
}
// 这是核心的渲染类继承自SectionLayer负责在地图上绘制额外的视觉效果。
public class SectionLayer_WulaHull : SectionLayer
{
public enum CornerType { None, Corner_NW, Corner_NE, Corner_SW, Corner_SE, Diagonal_NW, Diagonal_NE, Diagonal_SW, Diagonal_SE }
private static readonly Vector2[] UVs = { new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(1f, 0f) };
[TweakValue("WulaHullCorners", 0f, 2f)]
private static float HullCornerScale = 2f;
private static CachedMaterial mat_Corner_NW, mat_Corner_NE, mat_Corner_SW, mat_Corner_SE, mat_Diagonal_NW, mat_Diagonal_NE, mat_Diagonal_SW, mat_Diagonal_SE;
private static readonly float cornerAltitude = AltitudeLayer.BuildingOnTop.AltitudeFor();
private static bool initalized;
private static readonly IntVec3[] Directions = { IntVec3.North, IntVec3.East, IntVec3.South, IntVec3.West, IntVec3.North + IntVec3.West, IntVec3.North + IntVec3.East, IntVec3.South + IntVec3.East, IntVec3.South + IntVec3.West };
private static bool[] tmpChecks = new bool[Directions.Length];
// 获取要使用的着色器。优先从XML配置中读取如果未配置则使用一个安全合理的默认值。
private static Shader WallShader => WulaHullDef.Current.shaderType?.Shader ?? ShaderDatabase.CutoutComplex;
public override bool Visible => true;
public SectionLayer_WulaHull(Section section) : base(section)
{
// 告诉游戏,当建筑、地形等发生变化时,需要重绘我们的图层。
relevantChangeTypes = (ulong)MapMeshFlagDefOf.Buildings | (ulong)MapMeshFlagDefOf.Terrain | (ulong)MapMeshFlagDefOf.Things | (ulong)MapMeshFlagDefOf.Roofs;
}
// 这是一个性能优化技巧,确保贴图和材质只在第一次使用时被加载和创建,而不是每次重绘都加载。
private static void EnsureInitialized()
{
if (!initalized)
{
initalized = true;
WulaHullDef config = WulaHullDef.Current;
mat_Corner_NW = new CachedMaterial(config.texPath_Corner_NW, WallShader);
mat_Corner_NE = new CachedMaterial(config.texPath_Corner_NE, WallShader);
mat_Corner_SW = new CachedMaterial(config.texPath_Corner_SW, WallShader);
mat_Corner_SE = new CachedMaterial(config.texPath_Corner_SE, WallShader);
mat_Diagonal_NW = new CachedMaterial(config.texPath_Diagonal_NW, WallShader);
mat_Diagonal_NE = new CachedMaterial(config.texPath_Diagonal_NE, WallShader);
mat_Diagonal_SW = new CachedMaterial(config.texPath_Diagonal_SW, WallShader);
mat_Diagonal_SE = new CachedMaterial(config.texPath_Diagonal_SE, WallShader);
}
}
// 游戏引擎会定期调用这个方法来更新和重绘我们的图层。
public override void Regenerate()
{
ClearSubMeshes(MeshParts.All);
Map map = base.Map;
TerrainGrid terrGrid = map.terrainGrid;
foreach (IntVec3 item in section.CellRect)
{
if (ShouldDrawCornerPiece(item, map, terrGrid, out var cornerType, out var color))
{
CachedMaterial material = GetMaterial(cornerType);
IntVec3 offset = GetOffset(cornerType);
bool addGravshipMask = false;
bool addIndoorMask = IsCornerIndoorMasked(item, cornerType, map);
AddQuad(material.Material, item + offset, HullCornerScale, cornerAltitude, color, addGravshipMask, addIndoorMask);
}
}
FinalizeMesh(MeshParts.All);
}
// 这是整个框架的核心判断逻辑。
// 它检查给定的坐标分析其周围8个方向的建筑来决定是否需要绘制斜角以及绘制哪种类型的斜角。
public static bool ShouldDrawCornerPiece(IntVec3 pos, Map map, TerrainGrid terrGrid, out CornerType cornerType, out Color color)
{
cornerType = CornerType.None;
color = Color.white;
if (pos.GetEdifice(map) != null) return false;
TerrainDef terrainDef = terrGrid.FoundationAt(pos);
if (terrainDef != null && terrainDef.IsSubstructure) return false;
ThingDef targetDef = WulaHullDef.Current.targetDef;
if (targetDef == null) { Log.ErrorOnce("WulaHullConfig has a null targetDef. Please check WulaHullDefs.xml.", 168168168); return false; }
for (int i = 0; i < Directions.Length; i++) { tmpChecks[i] = (pos + Directions[i]).GetEdificeSafe(map)?.def == targetDef; }
if (tmpChecks[0] && tmpChecks[3] && !tmpChecks[2] && !tmpChecks[1]) cornerType = (tmpChecks[4] ? CornerType.Corner_NW : CornerType.Diagonal_NW);
else if (tmpChecks[0] && tmpChecks[1] && !tmpChecks[2] && !tmpChecks[3]) cornerType = (tmpChecks[5] ? CornerType.Corner_NE : CornerType.Diagonal_NE);
else if (tmpChecks[2] && tmpChecks[1] && !tmpChecks[0] && !tmpChecks[3]) cornerType = (tmpChecks[6] ? CornerType.Corner_SE : CornerType.Diagonal_SE);
else if (tmpChecks[2] && tmpChecks[3] && !tmpChecks[0] && !tmpChecks[1]) cornerType = (tmpChecks[7] ? CornerType.Corner_SW : CornerType.Diagonal_SW);
if (cornerType == CornerType.None) return false;
for (int j = 0; j < 4; j++) { if (tmpChecks[j]) { color = (pos + Directions[j]).GetEdificeSafe(map).DrawColor; break; } }
return true;
}
private static CachedMaterial GetMaterial(CornerType edgeType)
{
EnsureInitialized();
switch (edgeType)
{
case CornerType.Corner_NW: return mat_Corner_NW;
case CornerType.Corner_NE: return mat_Corner_NE;
case CornerType.Corner_SW: return mat_Corner_SW;
case CornerType.Corner_SE: return mat_Corner_SE;
case CornerType.Diagonal_NW: return mat_Diagonal_NW;
case CornerType.Diagonal_NE: return mat_Diagonal_NE;
case CornerType.Diagonal_SW: return mat_Diagonal_SW;
case CornerType.Diagonal_SE: return mat_Diagonal_SE;
default: throw new System.ArgumentOutOfRangeException("edgeType", edgeType, null);
}
}
private static IntVec3 GetOffset(CornerType cornerType)
{
switch (cornerType)
{
case CornerType.Corner_NE: case CornerType.Diagonal_NE: return new IntVec3(0, 0, 0);
case CornerType.Corner_NW: case CornerType.Diagonal_NW: return new IntVec3(-1, 0, 0);
case CornerType.Corner_SE: case CornerType.Diagonal_SE: return new IntVec3(0, 0, -1);
case CornerType.Corner_SW: case CornerType.Diagonal_SW: return new IntVec3(-1, 0, -1);
default: return IntVec3.Zero;
}
}
private void AddQuad(Material mat, IntVec3 c, float scale, float altitude, Color color, bool addGravshipMask, bool addIndoorMask)
{
LayerSubMesh subMesh = GetSubMesh(mat);
AddQuad(subMesh, c.ToVector3(), scale, altitude, color);
if (addGravshipMask)
{
Texture2D srcTex = subMesh.material.mainTexture as Texture2D;
Color color2 = subMesh.material.color;
Material material = MaterialPool.MatFrom(srcTex, ShaderDatabase.GravshipMaskMasked, color2);
AddQuad(GetSubMesh(material), c.ToVector3(), scale, altitude, color);
}
if (addIndoorMask)
{
Texture2D srcTex2 = subMesh.material.mainTexture as Texture2D;
Color color3 = subMesh.material.color;
Material material2 = MaterialPool.MatFrom(srcTex2, ShaderDatabase.IndoorMaskMasked, color3);
AddQuad(GetSubMesh(material2), c.ToVector3(), scale, altitude, color);
}
}
private static void AddQuad(LayerSubMesh sm, Vector3 c, float scale, float altitude, Color color)
{
int count = sm.verts.Count;
for (int i = 0; i < 4; i++)
{
sm.verts.Add(new Vector3(c.x + UVs[i].x * scale, altitude, c.z + UVs[i].y * scale));
sm.uvs.Add(UVs[i % 4]);
sm.colors.Add(color);
}
sm.tris.Add(count);
sm.tris.Add(count + 1);
sm.tris.Add(count + 2);
sm.tris.Add(count);
sm.tris.Add(count + 2);
sm.tris.Add(count + 3);
}
private static bool IsCornerIndoorMasked(IntVec3 c, CornerType cornerType, Map map)
{
switch (cornerType)
{
case CornerType.Corner_NE: case CornerType.Diagonal_NE: if (!c.Roofed(map)) return (c + IntVec3.East).Roofed(map); return true;
case CornerType.Corner_NW: case CornerType.Diagonal_NW: if (!c.Roofed(map)) return (c + IntVec3.West).Roofed(map); return true;
case CornerType.Corner_SE: case CornerType.Diagonal_SE: if (!c.Roofed(map)) return (c + IntVec3.East).Roofed(map); return true;
case CornerType.Corner_SW: case CornerType.Diagonal_SW: if (!c.Roofed(map)) return (c + IntVec3.West).Roofed(map); return true;
default: return false;
}
}
}
}

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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
@@ -17,7 +17,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<OutputPath>..\..\1.6\Assemblies\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@@ -32,7 +32,8 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
<HintPath>..\..\..\..\..\..\common\RimWorld\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
@@ -42,13 +43,19 @@
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\..\..\..\common\RimWorld\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<HintPath>..\..\..\..\..\..\common\RimWorld\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SectionLayer_WulaHull.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>