暂存
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@@ -67,41 +67,18 @@
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<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<thingClass>WulaFallenEmpire.Projectile_Homing</thingClass>
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<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
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<projectile>
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<speed>30</speed>
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<damageDef>Bullet</damageDef>
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<damageAmountBase>15</damageAmountBase>
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<stoppingPower>1.5</stoppingPower>
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<armorPenetrationBase>0.5</armorPenetrationBase>
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<soundExplode>Explosion_Blasting</soundExplode>
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<soundImpactAnticipate>Impact_Metal</soundImpactAnticipate>
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<flyOverhead>false</flyOverhead>
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<shadowSize>0.5</shadowSize>
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<explosionRadius>0.5</explosionRadius>
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<explosionDelay>0</explosionDelay>
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<screenShakeFactor>0.5</screenShakeFactor>
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<applyDamageToExplosionCellsNeighbors>false</applyDamageToExplosionCellsNeighbors>
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<preExplosionSpawnChance>0.5</preExplosionSpawnChance>
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<preExplosionSpawnThingCount>1</preExplosionSpawnThingCount>
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<explosionChanceToStartFire>0.1</explosionChanceToStartFire>
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<explosionDamageFalloff>true</explosionDamageFalloff>
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<doExplosionVFX>true</doExplosionVFX>
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<stoppingPower>1.5</stoppingPower>
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</projectile>
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<modExtensions>
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<li Class="WulaFallenEmpire.HomingProjectileDef">
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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<homingSpeed>0.5</homingSpeed>
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<initRotateAngle>10</initRotateAngle>
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<homingSpeed>0.05</homingSpeed>
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<destroyTicksAfterLosingTrack>60</destroyTicksAfterLosingTrack>
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<proximityFuseRange>1.5</proximityFuseRange>
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<hitChance>0.8</hitChance>
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<extraProjectile>Bullet_ExampleHoming</extraProjectile>
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<SpeedChangeTilesPerTickOverride>0.05</SpeedChangeTilesPerTickOverride>
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<SpeedRangeTilesPerTickOverride>
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<min>20</min>
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<max>40</max>
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</SpeedRangeTilesPerTickOverride>
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<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
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</li>
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</modExtensions>
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</ThingDef>
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@@ -68,18 +68,15 @@
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<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<thingClass>WulaFallenEmpire.Projectile_Homing_Explosive</thingClass>
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<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
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<projectile>
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<speed>25</speed>
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<damageDef>Bomb</damageDef>
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<damageAmountBase>30</damageAmountBase>
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<stoppingPower>2.0</stoppingPower>
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<armorPenetrationBase>0.7</armorPenetrationBase>
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<soundExplode>Explosion_Bomb</soundExplode>
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<soundImpactAnticipate>Impact_Metal</soundImpactAnticipate>
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<flyOverhead>true</flyOverhead>
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<shadowSize>0.8</shadowSize>
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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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@@ -89,19 +86,10 @@
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<doExplosionVFX>true</doExplosionVFX>
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</projectile>
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<modExtensions>
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<li Class="WulaFallenEmpire.HomingProjectileDef">
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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<homingSpeed>0.5</homingSpeed>
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<initRotateAngle>5</initRotateAngle>
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<homingSpeed>0.03</homingSpeed>
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<destroyTicksAfterLosingTrack>90</destroyTicksAfterLosingTrack>
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<proximityFuseRange>2.0</proximityFuseRange>
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<hitChance>0.7</hitChance>
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<extraProjectile>Bullet_ExampleHomingExplosive</extraProjectile>
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<SpeedChangeTilesPerTickOverride>0.03</SpeedChangeTilesPerTickOverride>
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<SpeedRangeTilesPerTickOverride>
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<min>20</min>
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<max>30</max>
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</SpeedRangeTilesPerTickOverride>
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<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
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<!-- 爆炸相关配置,可以直接在projectile节点下定义,Projectile_TrackingBullet 不直接处理爆炸逻辑 -->
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</li>
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</modExtensions>
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</ThingDef>
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@@ -91,8 +91,6 @@ namespace WulaFallenEmpire
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{
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curSpeed = vector * HomingDef.SpeedRangeTilesPerTickOverride.RandomInRange;
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}
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ticksToImpact = int.MaxValue;
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lifetime = int.MaxValue;
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ReflectInit();
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}
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@@ -208,6 +206,12 @@ namespace WulaFallenEmpire
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{
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ThingWithCompsTick();
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lifetime--;
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if (lifetime <= 0)
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{
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Destroy();
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return;
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}
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// 处理拖尾特效
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if (HomingDef != null && HomingDef.tailFleckDef != null)
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@@ -239,10 +243,7 @@ namespace WulaFallenEmpire
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}
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lastTickPosition = ExactPosition; // 更新上一帧位置
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if (landed)
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{
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return;
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}
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// 移除 if (landed) return; 以确保子弹落地后也能正常销毁
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Vector3 exactPosition = ExactPosition;
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ticksToImpact--;
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MovementTick();
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726
Source/WulaFallenEmpire/Projectile_PoiBullet.cs
Normal file
726
Source/WulaFallenEmpire/Projectile_PoiBullet.cs
Normal file
@@ -0,0 +1,726 @@
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using System;
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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using System.Reflection;
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using Verse.AI;
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namespace WulaFallenEmpire
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{
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public class Projectile_PoiBullet : Bullet
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{
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// Projectile_Homing 的字段
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private HomingProjectileDef homingDefInt;
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private Sustainer ambientSustainer;
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private List<ThingComp> comps;
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protected Vector3 exactPositionInt;
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public Vector3 curSpeed;
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public bool homing = true;
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private int Fleck_MakeFleckTick;
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private Vector3 lastTickPosition;
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// Projectile_Homing_Explosive 的字段
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private int ticksToDetonation;
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private static class NonPublicFields
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{
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public static FieldInfo Projectile_AmbientSustainer = typeof(Projectile).GetField("ambientSustainer", BindingFlags.Instance | BindingFlags.NonPublic);
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public static FieldInfo ThingWithComps_comps = typeof(ThingWithComps).GetField("comps", BindingFlags.Instance | BindingFlags.NonPublic);
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public static MethodInfo ProjectileCheckForFreeInterceptBetween = typeof(Projectile).GetMethod("CheckForFreeInterceptBetween", BindingFlags.Instance | BindingFlags.NonPublic);
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}
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public HomingProjectileDef HomingDef
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{
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get
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{
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if (homingDefInt == null)
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{
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homingDefInt = def.GetModExtension<HomingProjectileDef>();
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if (homingDefInt == null)
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{
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Log.ErrorOnce($"HomingProjectileDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
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this.homingDefInt = new HomingProjectileDef();
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}
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}
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return homingDefInt;
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}
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}
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public override Vector3 ExactPosition => exactPositionInt;
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public override Quaternion ExactRotation => Quaternion.LookRotation(curSpeed);
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public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
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{
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bool flag = false;
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if (usedTarget.HasThing && usedTarget.Thing is IAttackTarget)
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{
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if (Rand.Chance(GetHitChance(usedTarget.Thing)))
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{
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hitFlags |= ProjectileHitFlags.IntendedTarget;
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intendedTarget = usedTarget;
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flag = true;
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}
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}
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else if (Rand.Chance(GetHitChance(intendedTarget.Thing)))
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{
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hitFlags |= ProjectileHitFlags.IntendedTarget;
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usedTarget = intendedTarget;
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flag = true;
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}
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if (flag)
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{
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hitFlags &= ~ProjectileHitFlags.IntendedTarget;
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}
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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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exactPositionInt = origin.Yto0() + Vector3.up * def.Altitude;
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lastTickPosition = origin;
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Vector3 normalized = (destination - origin).Yto0().normalized;
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float degrees = Rand.Range(0f - HomingDef.initRotateAngle, HomingDef.initRotateAngle);
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Vector2 v = new Vector2(normalized.x, normalized.z);
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v = v.RotatedBy(degrees);
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Vector3 vector = new Vector3(v.x, 0f, v.y);
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if (!HomingDef.speedRangeOverride.HasValue)
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{
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curSpeed = vector * def.projectile.SpeedTilesPerTick;
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}
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else
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{
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curSpeed = vector * HomingDef.SpeedRangeTilesPerTickOverride.RandomInRange;
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}
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ReflectInit();
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// Projectile_PoiBullet 原始逻辑中的部分初始化
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this.flag2 = false; // 重置RandFactor的标志
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this.flag3 = true; // 重置CanHitTarget的标志
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this.CalHit = false; // 重置命中计算结果
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}
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protected void ReflectInit()
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{
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if (!def.projectile.soundAmbient.NullOrUndefined())
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{
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ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
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}
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comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this);
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}
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public float GetHitChance(Thing thing)
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{
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if (this.HomingDef == null)
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{
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Log.ErrorOnce("HomingDef is null for projectile " + this.def.defName + ". Returning default hitChance.", this.thingIDNumber ^ 0x12345678);
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return 0.7f;
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}
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float hitChance = HomingDef.hitChance;
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if (thing == null)
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{
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return hitChance;
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}
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if (thing is Pawn pawn)
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{
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hitChance *= Mathf.Clamp(pawn.BodySize, 0.5f, 1.5f);
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if (pawn.GetPosture() != 0)
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{
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hitChance *= 0.5f;
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}
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float num = 1f;
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switch (equipmentQuality)
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{
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case QualityCategory.Awful:
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num = 0.5f;
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break;
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case QualityCategory.Poor:
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num = 0.75f;
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break;
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case QualityCategory.Normal:
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num = 1f;
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break;
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case QualityCategory.Excellent:
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num = 1.1f;
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break;
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case QualityCategory.Masterwork:
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num = 1.2f;
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break;
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case QualityCategory.Legendary:
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num = 1.3f;
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break;
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default:
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Log.Message("Unknown QualityCategory, returning default qualityFactor = 1");
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break;
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}
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hitChance *= num;
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}
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else
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{
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hitChance *= 1.5f * thing.def.fillPercent;
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}
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return Mathf.Clamp(hitChance, 0f, 1f);
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}
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public virtual void MovementTick()
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{
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Vector3 vect = ExactPosition + curSpeed;
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ShootLine shootLine = new ShootLine(ExactPosition.ToIntVec3(), vect.ToIntVec3());
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Vector3 vector = (intendedTarget.Cell.ToVector3() - ExactPosition).Yto0();
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if (homing)
|
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{
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Vector3 vector2 = vector.normalized - curSpeed.normalized;
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if (vector2.sqrMagnitude >= 1.414f)
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{
|
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homing = false;
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lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
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ticksToImpact = lifetime;
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base.HitFlags &= ~ProjectileHitFlags.IntendedTarget;
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base.HitFlags |= ProjectileHitFlags.NonTargetPawns;
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base.HitFlags |= ProjectileHitFlags.NonTargetWorld;
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}
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else
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{
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curSpeed += vector2 * HomingDef.homingSpeed * curSpeed.magnitude;
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}
|
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}
|
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foreach (IntVec3 item in shootLine.Points())
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{
|
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if (!((intendedTarget.Cell - item).SqrMagnitude <= HomingDef.proximityFuseRange * HomingDef.proximityFuseRange))
|
||||
{
|
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continue;
|
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}
|
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homing = false;
|
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lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
|
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if ((base.HitFlags & ProjectileHitFlags.IntendedTarget) == ProjectileHitFlags.IntendedTarget || HomingDef.proximityFuseRange > 0f)
|
||||
{
|
||||
lifetime = 0;
|
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ticksToImpact = 0;
|
||||
vect = item.ToVector3();
|
||||
if (Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && def.projectile.soundImpactAnticipate != null)
|
||||
{
|
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def.projectile.soundImpactAnticipate.PlayOneShot(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
exactPositionInt = vect;
|
||||
curSpeed *= (curSpeed.magnitude + HomingDef.SpeedChangeTilesPerTickOverride) / curSpeed.magnitude;
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
// Projectile_Homing 的 Tick 逻辑
|
||||
ThingWithCompsTick();
|
||||
lifetime--;
|
||||
|
||||
if (lifetime <= 0)
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
// 处理拖尾特效
|
||||
if (HomingDef != null && HomingDef.tailFleckDef != null)
|
||||
{
|
||||
Fleck_MakeFleckTick++;
|
||||
if (Fleck_MakeFleckTick >= HomingDef.fleckMakeFleckTickMax)
|
||||
{
|
||||
Fleck_MakeFleckTick = 0;
|
||||
Map map = base.Map;
|
||||
int randomInRange = HomingDef.fleckMakeFleckNum.RandomInRange;
|
||||
Vector3 currentPosition = ExactPosition;
|
||||
Vector3 previousPosition = lastTickPosition;
|
||||
|
||||
for (int i = 0; i < randomInRange; i++)
|
||||
{
|
||||
float num = (currentPosition - previousPosition).AngleFlat();
|
||||
float velocityAngle = HomingDef.fleckAngle.RandomInRange + num;
|
||||
float randomInRange2 = HomingDef.fleckScale.RandomInRange;
|
||||
float randomInRange3 = HomingDef.fleckSpeed.RandomInRange;
|
||||
|
||||
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, HomingDef.tailFleckDef, randomInRange2);
|
||||
dataStatic.rotation = (currentPosition - previousPosition).AngleFlat();
|
||||
dataStatic.rotationRate = HomingDef.fleckRotation.RandomInRange;
|
||||
dataStatic.velocityAngle = velocityAngle;
|
||||
dataStatic.velocitySpeed = randomInRange3;
|
||||
map.flecks.CreateFleck(dataStatic);
|
||||
}
|
||||
}
|
||||
}
|
||||
lastTickPosition = ExactPosition;
|
||||
|
||||
// Projectile_Homing_Explosive 的 Tick 逻辑
|
||||
if (HomingDef.isExplosive && HomingDef.explosionDelay > 0)
|
||||
{
|
||||
if (ticksToDetonation > 0)
|
||||
{
|
||||
ticksToDetonation--;
|
||||
if (ticksToDetonation <= 0)
|
||||
{
|
||||
Explode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 exactPosition = ExactPosition;
|
||||
ticksToImpact--;
|
||||
MovementTick();
|
||||
if (!ExactPosition.InBounds(base.Map))
|
||||
{
|
||||
base.Position = exactPosition.ToIntVec3();
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
Vector3 exactPosition2 = ExactPosition;
|
||||
object[] parameters = new object[2] { exactPosition, exactPosition2 };
|
||||
if (!(bool)NonPublicFields.ProjectileCheckForFreeInterceptBetween.Invoke(this, parameters))
|
||||
{
|
||||
base.Position = ExactPosition.ToIntVec3();
|
||||
if (ticksToImpact == 60 && Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && def.projectile.soundImpactAnticipate != null)
|
||||
{
|
||||
def.projectile.soundImpactAnticipate.PlayOneShot(this);
|
||||
}
|
||||
if (ticksToImpact <= 0)
|
||||
{
|
||||
ImpactSomething();
|
||||
}
|
||||
else if (ambientSustainer != null)
|
||||
{
|
||||
ambientSustainer.Maintain();
|
||||
}
|
||||
}
|
||||
|
||||
// Projectile_PoiBullet 原始逻辑中的部分Tick
|
||||
this.tickcount++;
|
||||
bool flag = this.flag3;
|
||||
if (flag)
|
||||
{
|
||||
this.CalHit = this.CanHitTarget_Poi(); // 使用重命名后的方法
|
||||
this.flag3 = false;
|
||||
}
|
||||
bool flag2 = !this.CalHit;
|
||||
if (flag2)
|
||||
{
|
||||
this.FindRandCell(this.intendedTarget.CenterVector3);
|
||||
}
|
||||
bool flag3_poi = this.intendedTarget.Thing != null;
|
||||
if (flag3_poi)
|
||||
{
|
||||
this.destination = this.intendedTarget.Thing.DrawPos;
|
||||
}
|
||||
this.Fleck_MakeFleckTick_Poi++; // 使用重命名后的字段
|
||||
bool flag4 = this.Fleck_MakeFleckTick_Poi >= this.Fleck_MakeFleckTickMax_Poi; // 使用重命名后的字段
|
||||
bool flag5 = flag4 && this.tickcount >= 8;
|
||||
if (flag5)
|
||||
{
|
||||
this.Fleck_MakeFleckTick_Poi = 0;
|
||||
Map map = base.Map;
|
||||
int randomInRange = this.Fleck_MakeFleckNum_Poi.RandomInRange;
|
||||
Vector3 vector = this.BPos(base.DistanceCoveredFraction - 0.01f);
|
||||
Vector3 vector2 = this.BPos(base.DistanceCoveredFraction - 0.02f);
|
||||
for (int i = 0; i < randomInRange; i++)
|
||||
{
|
||||
float num = (vector - this.intendedTarget.CenterVector3).AngleFlat();
|
||||
float velocityAngle = this.Fleck_Angle_Poi.RandomInRange + num;
|
||||
float randomInRange2 = this.Fleck_Scale_Poi.RandomInRange;
|
||||
float randomInRange3 = this.Fleck_Speed_Poi.RandomInRange;
|
||||
float randomInRange4 = this.Fleck_Speed2_Poi.RandomInRange;
|
||||
FleckCreationData dataStatic = FleckMaker.GetDataStatic(vector, map, this.FleckDef_Poi, randomInRange2);
|
||||
FleckCreationData dataStatic2 = FleckMaker.GetDataStatic(vector2, map, this.FleckDef2_Poi, randomInRange2);
|
||||
dataStatic.rotation = (vector - vector2).AngleFlat();
|
||||
dataStatic.rotationRate = this.Fleck_Rotation_Poi.RandomInRange;
|
||||
dataStatic.velocityAngle = velocityAngle;
|
||||
dataStatic.velocitySpeed = randomInRange3;
|
||||
dataStatic2.rotation = (vector - vector2).AngleFlat();
|
||||
dataStatic2.rotationRate = this.Fleck_Rotation_Poi.RandomInRange;
|
||||
dataStatic2.velocityAngle = velocityAngle;
|
||||
dataStatic2.velocitySpeed = randomInRange4;
|
||||
map.flecks.CreateFleck(dataStatic2);
|
||||
map.flecks.CreateFleck(dataStatic);
|
||||
}
|
||||
}
|
||||
// 移除原始的 base.Tick(); 因为 Projectile_Homing 的 Tick 已经包含了其父类的逻辑
|
||||
}
|
||||
|
||||
private void ThingWithCompsTick()
|
||||
{
|
||||
if (comps != null)
|
||||
{
|
||||
int i = 0;
|
||||
for (int count = comps.Count; i < count; i++)
|
||||
{
|
||||
comps[i].CompTick();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Impact(Thing hitThing, bool blockedByShield = false)
|
||||
{
|
||||
Map map = base.Map;
|
||||
IntVec3 position = base.Position;
|
||||
|
||||
// Projectile_Homing_Explosive 的 Impact 逻辑
|
||||
if (HomingDef.isExplosive)
|
||||
{
|
||||
bool flag = blockedByShield || HomingDef.explosionDelay == 0;
|
||||
if (flag)
|
||||
{
|
||||
Explode();
|
||||
}
|
||||
else
|
||||
{
|
||||
landed = true;
|
||||
ticksToDetonation = HomingDef.explosionDelay;
|
||||
GenExplosion.NotifyNearbyPawnsOfDangerousExplosive(this, def.projectile.damageDef, launcher.Faction, launcher);
|
||||
}
|
||||
}
|
||||
else // Projectile_Homing 的 Impact 逻辑
|
||||
{
|
||||
base.Impact(hitThing, blockedByShield);
|
||||
if (HomingDef.extraProjectile != null)
|
||||
{
|
||||
if (hitThing != null && hitThing.Spawned)
|
||||
{
|
||||
((Projectile)GenSpawn.Spawn(HomingDef.extraProjectile, base.Position, map, WipeMode.Vanish)).Launch(launcher, ExactPosition, hitThing, hitThing, ProjectileHitFlags.All, false, null, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
((Projectile)GenSpawn.Spawn(HomingDef.extraProjectile, base.Position, map, WipeMode.Vanish)).Launch(launcher, ExactPosition, position, position, ProjectileHitFlags.All, false, null, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Projectile_PoiBullet 原始逻辑中的 Impact
|
||||
bool flag_poi = this.intendedTarget.Thing is Pawn;
|
||||
if (flag_poi)
|
||||
{
|
||||
hitThing = this.intendedTarget.Thing;
|
||||
}
|
||||
// 原始的 base.Impact(hitThing, blockedByShield); 已经被上面的 Homing 和 Explosive 逻辑覆盖,需要确保正确调用或移除
|
||||
// 这里我们已经调用了 base.Impact(hitThing, blockedByShield); 在 Projectile_Homing 的 Impact 逻辑中,所以这里不再重复调用。
|
||||
|
||||
BattleLogEntry_RangedImpact battleLogEntry_RangedImpact = new BattleLogEntry_RangedImpact(this.launcher, hitThing, this.intendedTarget.Thing, this.equipmentDef, this.def, this.targetCoverDef);
|
||||
Find.BattleLog.Add(battleLogEntry_RangedImpact);
|
||||
this.NotifyImpact_Poi(hitThing, map, position); // 使用重命名后的方法
|
||||
bool flag2 = hitThing != null && !blockedByShield;
|
||||
if (flag2)
|
||||
{
|
||||
Pawn pawn;
|
||||
bool instigatorGuilty = (pawn = (this.launcher as Pawn)) == null || !pawn.Drafted;
|
||||
DamageInfo dinfo = new DamageInfo(this.def.projectile.damageDef, (float)this.DamageAmount, this.ArmorPenetration, this.ExactRotation.eulerAngles.y, this.launcher, null, this.equipmentDef, DamageInfo.SourceCategory.ThingOrUnknown, this.intendedTarget.Thing, instigatorGuilty, true, QualityCategory.Normal, true);
|
||||
hitThing.TakeDamage(dinfo).AssociateWithLog(battleLogEntry_RangedImpact);
|
||||
Pawn pawn2 = hitThing as Pawn;
|
||||
bool flag3 = pawn2 != null && pawn2.stances != null;
|
||||
if (flag3)
|
||||
{
|
||||
pawn2.stances.stagger.Notify_BulletImpact(this);
|
||||
}
|
||||
bool flag4 = this.def.projectile.extraDamages != null;
|
||||
if (flag4)
|
||||
{
|
||||
foreach (ExtraDamage extraDamage in this.def.projectile.extraDamages)
|
||||
{
|
||||
bool flag5 = Rand.Chance(extraDamage.chance);
|
||||
if (flag5)
|
||||
{
|
||||
DamageInfo dinfo2 = new DamageInfo(extraDamage.def, extraDamage.amount, extraDamage.AdjustedArmorPenetration(), this.ExactRotation.eulerAngles.y, this.launcher, null, this.equipmentDef, DamageInfo.SourceCategory.ThingOrUnknown, this.intendedTarget.Thing, instigatorGuilty, true, QualityCategory.Normal, true);
|
||||
hitThing.TakeDamage(dinfo2).AssociateWithLog(battleLogEntry_RangedImpact);
|
||||
}
|
||||
}
|
||||
}
|
||||
bool flag6 = Rand.Chance(this.def.projectile.bulletChanceToStartFire) && (pawn2 == null || Rand.Chance(FireUtility.ChanceToAttachFireFromEvent(pawn2)));
|
||||
if (flag6)
|
||||
{
|
||||
hitThing.TryAttachFire(this.def.projectile.bulletFireSizeRange.RandomInRange, this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool flag7 = !blockedByShield;
|
||||
if (flag7)
|
||||
{
|
||||
SoundDefOf.BulletImpact_Ground.PlayOneShot(new TargetInfo(base.Position, map, false));
|
||||
bool takeSplashes = base.Position.GetTerrain(map).takeSplashes;
|
||||
if (takeSplashes)
|
||||
{
|
||||
FleckMaker.WaterSplash(this.ExactPosition, map, Mathf.Sqrt((float)this.DamageAmount) * 1f, 4f);
|
||||
}
|
||||
else
|
||||
{
|
||||
FleckMaker.Static(this.ExactPosition, map, FleckDefOf.ShotHit_Dirt, 1f);
|
||||
}
|
||||
}
|
||||
bool flag8 = Rand.Chance(this.def.projectile.bulletChanceToStartFire);
|
||||
if (flag8)
|
||||
{
|
||||
FireUtility.TryStartFireIn(base.Position, map, this.def.projectile.bulletFireSizeRange.RandomInRange, this, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Explode()
|
||||
{
|
||||
Map map = base.Map;
|
||||
ModExtension_Cone modExtension = this.def.GetModExtension<ModExtension_Cone>();
|
||||
DoExplosion();
|
||||
if (modExtension != null)
|
||||
{
|
||||
ProjectileProperties projectile = this.def.projectile;
|
||||
ModExtension_Cone modExtension_Cone = modExtension;
|
||||
IntVec3 position = base.Position;
|
||||
Map map2 = map;
|
||||
Quaternion exactRotation = this.ExactRotation;
|
||||
DamageDef damageDef = projectile.damageDef;
|
||||
Thing launcher = base.Launcher;
|
||||
int damageAmount = this.DamageAmount;
|
||||
float armorPenetration = this.ArmorPenetration;
|
||||
SoundDef soundExplode = this.def.projectile.soundExplode;
|
||||
ThingDef equipmentDef = this.equipmentDef;
|
||||
ThingDef def = this.def;
|
||||
Thing thing = this.intendedTarget.Thing;
|
||||
ThingDef postExplosionSpawnThingDef = null;
|
||||
float postExplosionSpawnChance = 0f;
|
||||
int postExplosionSpawnThingCount = 1;
|
||||
float screenShakeFactor = this.def.projectile.screenShakeFactor;
|
||||
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);
|
||||
}
|
||||
if (this.def.projectile.explosionEffect != null)
|
||||
{
|
||||
Effecter effecter = this.def.projectile.explosionEffect.Spawn();
|
||||
if (this.def.projectile.explosionEffectLifetimeTicks != 0)
|
||||
{
|
||||
map.effecterMaintainer.AddEffecterToMaintain(effecter, base.Position.ToVector3().ToIntVec3(), this.def.projectile.explosionEffectLifetimeTicks);
|
||||
}
|
||||
else
|
||||
{
|
||||
effecter.Trigger(new TargetInfo(base.Position, map, false), new TargetInfo(base.Position, map, false), -1);
|
||||
effecter.Cleanup();
|
||||
}
|
||||
}
|
||||
Destroy(DestroyMode.Vanish);
|
||||
}
|
||||
|
||||
protected void DoExplosion()
|
||||
{
|
||||
IntVec3 position = base.Position;
|
||||
float explosionRadius = this.def.projectile.explosionRadius;
|
||||
DamageDef damageDef = this.def.projectile.damageDef;
|
||||
Thing launcher = this.launcher;
|
||||
int damageAmount = this.DamageAmount;
|
||||
float armorPenetration = this.ArmorPenetration;
|
||||
SoundDef soundExplode = this.def.projectile.soundExplode;
|
||||
ThingDef equipmentDef = this.equipmentDef;
|
||||
ThingDef def = this.def;
|
||||
Thing thing = this.intendedTarget.Thing;
|
||||
ThingDef thingDef = this.def.projectile.postExplosionSpawnThingDef ?? this.def.projectile.filth;
|
||||
ThingDef postExplosionSpawnThingDefWater = this.def.projectile.postExplosionSpawnThingDefWater;
|
||||
float postExplosionSpawnChance = this.def.projectile.postExplosionSpawnChance;
|
||||
int postExplosionSpawnThingCount = this.def.projectile.postExplosionSpawnThingCount;
|
||||
GasType? postExplosionGasType = this.def.projectile.postExplosionGasType;
|
||||
ThingDef preExplosionSpawnThingDef = this.def.projectile.preExplosionSpawnThingDef;
|
||||
float preExplosionSpawnChance = this.def.projectile.preExplosionSpawnChance;
|
||||
int preExplosionSpawnThingCount = this.def.projectile.preExplosionSpawnThingCount;
|
||||
bool applyDamageToExplosionCellsNeighbors = this.def.projectile.applyDamageToExplosionCellsNeighbors;
|
||||
ThingDef preExplosionSpawnThingDef2 = preExplosionSpawnThingDef;
|
||||
float preExplosionSpawnChance2 = preExplosionSpawnChance;
|
||||
int preExplosionSpawnThingCount2 = preExplosionSpawnThingCount;
|
||||
float explosionChanceToStartFire = this.def.projectile.explosionChanceToStartFire;
|
||||
bool explosionDamageFalloff = this.def.projectile.explosionDamageFalloff;
|
||||
float? direction = new float?(this.origin.AngleToFlat(this.destination));
|
||||
FloatRange? affectedAngle = null;
|
||||
float expolosionPropagationSpeed = this.def.projectile.damageDef.expolosionPropagationSpeed;
|
||||
float screenShakeFactor = this.def.projectile.screenShakeFactor;
|
||||
IntVec3 center = position;
|
||||
Map map = base.Map;
|
||||
float radius = explosionRadius;
|
||||
DamageDef damType = damageDef;
|
||||
Thing instigator = launcher;
|
||||
int damAmount = damageAmount;
|
||||
float armorPenetration2 = armorPenetration;
|
||||
SoundDef explosionSound = soundExplode;
|
||||
ThingDef weapon = equipmentDef;
|
||||
ThingDef projectile = def;
|
||||
Thing intendedTarget = thing;
|
||||
ThingDef postExplosionSpawnThingDef = thingDef;
|
||||
float postExplosionSpawnChance2 = postExplosionSpawnChance;
|
||||
int postExplosionSpawnThingCount2 = postExplosionSpawnThingCount;
|
||||
GasType? postExplosionGasType2 = postExplosionGasType;
|
||||
bool doExplosionVFX = this.def.projectile.doExplosionVFX;
|
||||
ThingDef postExplosionSpawnThingDefWater2 = postExplosionSpawnThingDefWater;
|
||||
GenExplosion.DoExplosion(center, map, radius, damType, instigator, damAmount, armorPenetration2, explosionSound, weapon, projectile, intendedTarget, postExplosionSpawnThingDef, postExplosionSpawnChance2, postExplosionSpawnThingCount2, postExplosionGasType2, null, 255, applyDamageToExplosionCellsNeighbors, preExplosionSpawnThingDef2, preExplosionSpawnChance2, preExplosionSpawnThingCount2, explosionChanceToStartFire, explosionDamageFalloff, direction, null, affectedAngle, doExplosionVFX, expolosionPropagationSpeed, 0f, true, postExplosionSpawnThingDefWater2, screenShakeFactor, null, null, null, null);
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref exactPositionInt, "exactPosition");
|
||||
Scribe_Values.Look(ref curSpeed, "curSpeed");
|
||||
Scribe_Values.Look(ref homing, "homing", defaultValue: false);
|
||||
Scribe_Values.Look(ref ticksToDetonation, "ticksToDetonation", 0, false); // 爆炸弹字段
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
ReflectInit();
|
||||
if (this.homingDefInt == null)
|
||||
{
|
||||
this.homingDefInt = this.def.GetModExtension<HomingProjectileDef>();
|
||||
if (this.homingDefInt == null)
|
||||
{
|
||||
Log.ErrorOnce($"HomingProjectileDef is null for projectile {this.def.defName} after PostLoadInit. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
|
||||
this.homingDefInt = new HomingProjectileDef();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Projectile_PoiBullet 原始逻辑
|
||||
private void RandFactor()
|
||||
{
|
||||
FloatRange floatRange = new FloatRange(-0.5f, 0.5f);
|
||||
FloatRange floatRange2 = new FloatRange(-0.5f, 0.5f);
|
||||
this.Randdd.x = floatRange.RandomInRange;
|
||||
this.Randdd.z = floatRange2.RandomInRange;
|
||||
this.flag2 = true;
|
||||
}
|
||||
|
||||
public Vector3 BPos(float t)
|
||||
{
|
||||
bool flag = !this.flag2;
|
||||
if (flag)
|
||||
{
|
||||
this.RandFactor();
|
||||
}
|
||||
Vector3 origin = this.origin;
|
||||
Vector3 a = (this.origin + this.destination) / 2f;
|
||||
a += this.Randdd;
|
||||
a.y = this.destination.y;
|
||||
Vector3 destination = this.destination;
|
||||
return (1f - t) * (1f - t) * origin + 2f * t * (1f - t) * a + t * t * destination;
|
||||
}
|
||||
|
||||
private void FindRandCell(Vector3 d)
|
||||
{
|
||||
IntVec3 center = IntVec3.FromVector3(d);
|
||||
this.intendedTarget = CellRect.CenteredOn(center, 2).RandomCell;
|
||||
}
|
||||
|
||||
protected override void DrawAt(Vector3 position, bool flip = false)
|
||||
{
|
||||
Vector3 b = this.BPos(base.DistanceCoveredFraction - 0.01f);
|
||||
position = this.BPos(base.DistanceCoveredFraction);
|
||||
Quaternion rotation = Quaternion.LookRotation(position - b);
|
||||
bool flag = this.tickcount >= 4;
|
||||
if (flag)
|
||||
{
|
||||
Vector3 position2 = position;
|
||||
position2.y = AltitudeLayer.Projectile.AltitudeFor();
|
||||
Graphics.DrawMesh(MeshPool.GridPlane(this.def.graphicData.drawSize), position2, rotation, this.DrawMat, 0);
|
||||
base.Comps_PostDraw();
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanHitTarget_Poi() // 重命名以避免冲突
|
||||
{
|
||||
bool flag = this.launcher is Pawn;
|
||||
bool result;
|
||||
if (flag)
|
||||
{
|
||||
float num = this.Hitchance_Poi(); // 使用重命名后的方法
|
||||
bool flag2 = (float)Rand.RangeInclusive(0, 100) <= num * 100f;
|
||||
Pawn pawn = this.intendedTarget.Thing as Pawn;
|
||||
bool flag3 = pawn != null;
|
||||
if (flag3)
|
||||
{
|
||||
bool downed = pawn.Downed;
|
||||
if (downed)
|
||||
{
|
||||
flag2 = (Rand.RangeInclusive(0, 100) <= 30);
|
||||
}
|
||||
}
|
||||
result = flag2;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = (Rand.RangeInclusive(0, 100) <= 85);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public float Hitchance_Poi() // 重命名以避免冲突
|
||||
{
|
||||
Pawn pawn = this.launcher as Pawn;
|
||||
bool flag = pawn != null;
|
||||
float result;
|
||||
if (flag)
|
||||
{
|
||||
SkillDef named = DefDatabase<SkillDef>.GetNamed("Intellectual", true);
|
||||
SkillRecord skill = pawn.skills.GetSkill(named);
|
||||
bool flag2 = skill != null;
|
||||
if (flag2)
|
||||
{
|
||||
int level = skill.GetLevel(true);
|
||||
float num = Mathf.Min(1f, (float)level * 0.05f);
|
||||
result = num;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = 0.5f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
result = 0.2f;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private void NotifyImpact_Poi(Thing hitThing, Map map, IntVec3 position) // 重命名以避免冲突
|
||||
{
|
||||
BulletImpactData impactData = new BulletImpactData
|
||||
{
|
||||
bullet = this,
|
||||
hitThing = hitThing,
|
||||
impactPosition = position
|
||||
};
|
||||
bool flag = hitThing != null;
|
||||
if (flag)
|
||||
{
|
||||
hitThing.Notify_BulletImpactNearby(impactData);
|
||||
}
|
||||
int num = 9;
|
||||
for (int i = 0; i < num; i++)
|
||||
{
|
||||
IntVec3 c = position + GenRadial.RadialPattern[i];
|
||||
bool flag2 = c.InBounds(map);
|
||||
if (flag2)
|
||||
{
|
||||
List<Thing> thingList = c.GetThingList(map);
|
||||
for (int j = 0; j < thingList.Count; j++)
|
||||
{
|
||||
bool flag3 = thingList[j] != hitThing;
|
||||
if (flag3)
|
||||
{
|
||||
thingList[j].Notify_BulletImpactNearby(impactData);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool flag2 = false;
|
||||
private bool flag3 = true;
|
||||
private bool CalHit = false;
|
||||
private Vector3 Randdd;
|
||||
private int tickcount;
|
||||
|
||||
// Projectile_PoiBullet 原始的 Fleck 字段,重命名以避免冲突
|
||||
public FleckDef FleckDef_Poi = DefDatabase<FleckDef>.GetNamed("CMC_SparkFlash_Blue_Small", true);
|
||||
public FleckDef FleckDef2_Poi = DefDatabase<FleckDef>.GetNamed("CMC_SparkFlash_Blue_LongLasting_Small", true);
|
||||
public int Fleck_MakeFleckTickMax_Poi = 1;
|
||||
public IntRange Fleck_MakeFleckNum_Poi = new IntRange(2, 2);
|
||||
public FloatRange Fleck_Angle_Poi = new FloatRange(-180f, 180f);
|
||||
public FloatRange Fleck_Scale_Poi = new FloatRange(1.6f, 1.7f);
|
||||
public FloatRange Fleck_Speed_Poi = new FloatRange(5f, 7f);
|
||||
public FloatRange Fleck_Speed2_Poi = new FloatRange(0.1f, 0.2f);
|
||||
public FloatRange Fleck_Rotation_Poi = new FloatRange(-180f, 180f);
|
||||
public int Fleck_MakeFleckTick_Poi;
|
||||
}
|
||||
}
|
||||
159
Source/WulaFallenEmpire/Projectile_TrackingBullet.cs
Normal file
159
Source/WulaFallenEmpire/Projectile_TrackingBullet.cs
Normal file
@@ -0,0 +1,159 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Projectile_TrackingBullet : Bullet
|
||||
{
|
||||
private TrackingBulletDef trackingDefInt;
|
||||
|
||||
protected Vector3 exactPositionInt;
|
||||
public Vector3 curSpeed;
|
||||
public bool homing = true;
|
||||
|
||||
private static class NonPublicFields
|
||||
{
|
||||
public static FieldInfo Projectile_AmbientSustainer = typeof(Projectile).GetField("ambientSustainer", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
public static FieldInfo ThingWithComps_comps = typeof(ThingWithComps).GetField("comps", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
public static MethodInfo ProjectileCheckForFreeInterceptBetween = typeof(Projectile).GetMethod("CheckForFreeInterceptBetween", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
public TrackingBulletDef TrackingDef
|
||||
{
|
||||
get
|
||||
{
|
||||
if (trackingDefInt == null)
|
||||
{
|
||||
trackingDefInt = def.GetModExtension<TrackingBulletDef>();
|
||||
if (trackingDefInt == null)
|
||||
{
|
||||
Log.ErrorOnce($"TrackingBulletDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
|
||||
this.trackingDefInt = new TrackingBulletDef();
|
||||
}
|
||||
}
|
||||
return trackingDefInt;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector3 ExactPosition => exactPositionInt;
|
||||
|
||||
public override Quaternion ExactRotation => Quaternion.LookRotation(curSpeed);
|
||||
|
||||
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);
|
||||
exactPositionInt = origin.Yto0() + Vector3.up * def.Altitude;
|
||||
|
||||
// 初始化子弹速度,指向目标,并考虑初始旋转角度
|
||||
Vector3 initialDirection = (destination - origin).Yto0().normalized;
|
||||
float degrees = Rand.Range(0f - TrackingDef.initRotateAngle, TrackingDef.initRotateAngle);
|
||||
Vector2 v = new Vector2(initialDirection.x, initialDirection.z);
|
||||
v = v.RotatedBy(degrees);
|
||||
Vector3 rotatedDirection = new Vector3(v.x, 0f, v.y);
|
||||
curSpeed = rotatedDirection * def.projectile.SpeedTilesPerTick;
|
||||
|
||||
ReflectInit();
|
||||
}
|
||||
|
||||
protected void ReflectInit()
|
||||
{
|
||||
// 确保私有字段的访问
|
||||
if (!def.projectile.soundAmbient.NullOrUndefined())
|
||||
{
|
||||
// This line might cause issues if ambientSustainer is not directly settable or if Projectile type changes.
|
||||
// For simplicity, we might omit it for now or find a safer way.
|
||||
// ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
|
||||
}
|
||||
// comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this); // 如果需要CompTick,需要这个
|
||||
}
|
||||
|
||||
public virtual void MovementTick()
|
||||
{
|
||||
Vector3 vect = ExactPosition + curSpeed;
|
||||
ShootLine shootLine = new ShootLine(ExactPosition.ToIntVec3(), vect.ToIntVec3());
|
||||
Vector3 vectorToTarget = (intendedTarget.Cell.ToVector3() - ExactPosition).Yto0();
|
||||
|
||||
if (homing)
|
||||
{
|
||||
// 计算需要转向的方向
|
||||
Vector3 desiredDirection = vectorToTarget.normalized;
|
||||
Vector3 currentDirection = curSpeed.normalized;
|
||||
|
||||
// 计算方向差异
|
||||
Vector3 directionDifference = desiredDirection - currentDirection;
|
||||
|
||||
// 如果方向差异过大,可能失去追踪,或者直接转向
|
||||
if (directionDifference.sqrMagnitude > 0.001f) // 避免浮点数精度问题
|
||||
{
|
||||
// 调整当前速度,使其更接近目标方向
|
||||
curSpeed += directionDifference * TrackingDef.homingSpeed * curSpeed.magnitude;
|
||||
curSpeed = curSpeed.normalized * def.projectile.SpeedTilesPerTick; // 保持速度恒定
|
||||
}
|
||||
}
|
||||
|
||||
exactPositionInt = ExactPosition + curSpeed; // 更新位置
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
base.Tick(); // 调用父类Bullet的Tick,处理一些基本逻辑,如lifetime, ticksToImpact
|
||||
|
||||
MovementTick(); // 调用追踪移动逻辑
|
||||
|
||||
// 检查是否撞到东西或超出地图
|
||||
Vector3 exactPosition = ExactPosition; // 之前的ExactPosition
|
||||
ticksToImpact--; // 减少impact计时器
|
||||
|
||||
if (!ExactPosition.InBounds(base.Map)) // 超出地图边界
|
||||
{
|
||||
base.Position = exactPosition.ToIntVec3(); // 设回旧位置,然后销毁
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查是否有东西在路径上拦截
|
||||
Vector3 exactPositionAfterMove = ExactPosition; // 移动后的ExactPosition
|
||||
object[] parameters = new object[2] { exactPosition, exactPositionAfterMove };
|
||||
if (!(bool)NonPublicFields.ProjectileCheckForFreeInterceptBetween.Invoke(this, parameters))
|
||||
{
|
||||
base.Position = ExactPosition.ToIntVec3(); // 更新位置到当前精确位置
|
||||
if (ticksToImpact <= 0) // 达到impact时间
|
||||
{
|
||||
ImpactSomething(); // 触发Impact
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Impact(Thing hitThing, bool blockedByShield = false)
|
||||
{
|
||||
// 默认Impact逻辑,可以根据需要扩展
|
||||
base.Impact(hitThing, blockedByShield);
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref exactPositionInt, "exactPosition");
|
||||
Scribe_Values.Look(ref curSpeed, "curSpeed");
|
||||
Scribe_Values.Look(ref homing, "homing", defaultValue: true);
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
ReflectInit();
|
||||
if (this.trackingDefInt == null)
|
||||
{
|
||||
this.trackingDefInt = this.def.GetModExtension<TrackingBulletDef>();
|
||||
if (this.trackingDefInt == null)
|
||||
{
|
||||
Log.ErrorOnce($"TrackingBulletDef is null for projectile {this.def.defName} after PostLoadInit. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
|
||||
this.trackingDefInt = new TrackingBulletDef();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Source/WulaFallenEmpire/TrackingBulletDef.cs
Normal file
10
Source/WulaFallenEmpire/TrackingBulletDef.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class TrackingBulletDef : DefModExtension
|
||||
{
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -126,6 +126,8 @@
|
||||
<Compile Include="Projectile_WulaBeam.cs" />
|
||||
<Compile Include="Projectile_Homing.cs" />
|
||||
<Compile Include="Projectile_Homing_Explosive.cs" />
|
||||
<Compile Include="Projectile_TrackingBullet.cs" />
|
||||
<Compile Include="TrackingBulletDef.cs" />
|
||||
<Compile Include="ModExtension_Cone.cs" />
|
||||
<Compile Include="HomingProjectileDef.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
|
||||
Reference in New Issue
Block a user