This commit is contained in:
2026-02-26 17:34:01 +08:00
parent 9cebf0ed6a
commit b80485e10a
8 changed files with 494 additions and 177 deletions

View File

@@ -305,10 +305,7 @@
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
<weaponTags>
<li>Wula_Mech_Mobile_Factory_Main_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
<abilities>
<li>Wula_Mech_Mobile_Factory_Produce</li>

View File

@@ -120,7 +120,7 @@
<aimTicks>0</aimTicks>
<idleRotationSpeed>5</idleRotationSpeed>
<smoothRotation>true</smoothRotation>
<resetCooldownTicks>180</resetCooldownTicks>
<resetCooldownTime>3</resetCooldownTime>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
@@ -149,8 +149,8 @@
</li>
<li Class="CompProperties_Shield">
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
<minDrawSize>5.2</minDrawSize>
<maxDrawSize>5.4</maxDrawSize>
<minDrawSize>8.2</minDrawSize>
<maxDrawSize>8.4</maxDrawSize>
<energyLossPerDamage>0.02</energyLossPerDamage>
<energyOnReset>4.0</energyOnReset>
<blocksRangedWeapons>false</blocksRangedWeapons>
@@ -165,22 +165,6 @@
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
<radius>1.5</radius>
<damageIntervalTicks>30</damageIntervalTicks>
<damageDef>Crush</damageDef>
<damageAmount>3</damageAmount>
<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
<affectFriendly>false</affectFriendly>
<affectNeutral>false</affectNeutral>
<affectHostile>true</affectHostile>
<affectBuildings>false</affectBuildings>
<ignoreFactionRelations>false</ignoreFactionRelations>
<startEnabled>false</startEnabled>
<toggleLabel>碾压伤害</toggleLabel>
<toggleDescription>HAp-6"战车"可以将舰身稍微下沉一些并创造低压区,以碾压靠近的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription>
<toggleIconPath>Wula/UI/Commands/Wula_Mech_Mobile_Factory_AreaDamage</toggleIconPath>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>
@@ -403,7 +387,7 @@
<aimTicks>30</aimTicks>
<idleRotationSpeed>8</idleRotationSpeed>
<smoothRotation>true</smoothRotation>
<resetCooldownTicks>180</resetCooldownTicks>
<resetCooldownTime>3</resetCooldownTime>
<!-- <angleOffset>-90</angleOffset> -->
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
@@ -441,22 +425,6 @@
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
<radius>1.5</radius>
<damageIntervalTicks>30</damageIntervalTicks>
<damageDef>Crush</damageDef>
<damageAmount>3</damageAmount>
<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
<affectFriendly>false</affectFriendly>
<affectNeutral>false</affectNeutral>
<affectHostile>true</affectHostile>
<affectBuildings>false</affectBuildings>
<ignoreFactionRelations>false</ignoreFactionRelations>
<startEnabled>false</startEnabled>
<toggleLabel>碾压伤害</toggleLabel>
<toggleDescription>HAp-6"战车"可以将舰身稍微下沉一些并创造低压区,以碾压靠近的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription>
<toggleIconPath>Wula/UI/Commands/Wula_Mech_Mobile_Factory_AreaDamage</toggleIconPath>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>
@@ -580,6 +548,49 @@
</li>
</pawnKindHediffs>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_HighSpeedCollision">
<!-- 速度阈值 -->
<minSpeedForStage1>1.0</minSpeedForStage1>
<minSpeedForStage2>2.0</minSpeedForStage2>
<speedHistoryFrameCount>15</speedHistoryFrameCount>
<stageTransitionCooldownTicks>3</stageTransitionCooldownTicks>
<!-- 碰撞区域 -->
<collisionAreaRadius>3</collisionAreaRadius>
<!-- 目标过滤 -->
<onlyAffectEnemies>true</onlyAffectEnemies>
<excludeAlliedPawns>true</excludeAlliedPawns>
<!-- 阶段1效果 -->
<stage1DamageDef>Blunt</stage1DamageDef>
<stage1DamageAmount>1</stage1DamageAmount>
<armorPenetration>0.1</armorPenetration>
<!-- <stage1Hediff>Bruise</stage1Hediff>
<stage1HediffDurationTicks>120</stage1HediffDurationTicks>
<stage1HediffPreventsDamage>true</stage1HediffPreventsDamage> -->
<!-- <stage1Effecter>SparkImpact</stage1Effecter> -->
<stage1Sound>MeleeHit_BladelinkZeusHammer</stage1Sound>
<!-- 阶段2效果 -->
<stage2DamageDef>Blunt</stage2DamageDef>
<stage2DamageAmount>15</stage2DamageAmount>
<stage2KnockbackDistance>4</stage2KnockbackDistance>
<requireLineOfSightForKnockback>true</requireLineOfSightForKnockback>
<!-- <stage2Effecter>ExplosionFlash</stage2Effecter> -->
<stage2Sound>MeleeHit_BladelinkZeusHammer</stage2Sound>
<!-- 击飞配置 -->
<knockbackFlyerDef>PawnFlyer</knockbackFlyerDef>
<!-- <flightEffecterDef>FlyerTakeoff</flightEffecterDef> -->
<landingSound>PawnFlyerLand</landingSound>
<!-- 调试 -->
<enableDebugLogging>false</enableDebugLogging>
<enableDebugVisuals>false</enableDebugVisuals>
<debugDrawSpeedHistory>false</debugDrawSpeedHistory>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Wula_MechunitBase">
@@ -1104,22 +1115,6 @@
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
<radius>3.5</radius>
<damageIntervalTicks>30</damageIntervalTicks>
<damageDef>Crush</damageDef>
<damageAmount>4</damageAmount>
<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
<affectFriendly>false</affectFriendly>
<affectNeutral>false</affectNeutral>
<affectHostile>true</affectHostile>
<affectBuildings>false</affectBuildings>
<ignoreFactionRelations>false</ignoreFactionRelations>
<startEnabled>false</startEnabled>
<toggleLabel>碾压伤害</toggleLabel>
<toggleDescription>MFm-2"陆行舰"可以将舰身稍微下沉一些并创造低压区,以碾压靠近的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription>
<toggleIconPath>Wula/UI/Commands/Wula_Mech_Mobile_Factory_AreaDamage</toggleIconPath>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>

View File

@@ -258,4 +258,11 @@
<WULA_MechNotDowned>该构装体仍有行动能力</WULA_MechNotDowned>
<WULA_ForceEjectComplete_WithPilots>{0} 撬开了 {1},里面仍活着的 {2} 个驾驶员冲出来了!</WULA_ForceEjectComplete_WithPilots>
<WULA_ForceEjectComplete>{0} 撬开了 {1},并接管了它。</WULA_ForceEjectComplete>
<Wula_ToggleTurretgizmoDesc_Short>按下以切换此炮塔系统的开关。</Wula_ToggleTurretgizmoDesc_Short>
<Wula_FocusCleared>已清除集火目标</Wula_FocusCleared>
<Wula_FocusFire>集中攻击</Wula_FocusFire>
<Wula_FocusFireDesc>命令该单位所有的炮塔攻击指定目标。如果目标不处于某个炮塔的攻击范围或者无法攻击到目标,则其依然会自行索敌。</Wula_FocusFireDesc>
<Wula_ClearFocus>清除目标</Wula_ClearFocus>
<Wula_ClearFocusDesc>清除指定的集中攻击目标,各炮塔将自行索敌。</Wula_ClearFocusDesc>
</LanguageData>

View File

@@ -28,6 +28,22 @@ namespace WulaFallenEmpire
widget.AddSection("WULA_AutonomousMechsSection".Translate(), autonomousMechs);
WulaLog.Debug($"[WULA] Postfix: Added 'Autonomous Mechs' section with {autonomousMechs.Count} mechs.");
}
// 筛选出所有构装体
var WulaMechunits = transferables
.Where(x => {
if (x.ThingDef.category != ThingCategory.Pawn) return false;
var pawn = x.AnyThing as Pawn;
return pawn != null && pawn is Wulamechunit;
})
.ToList();
// 如果找到了任何构装体,就为它们添加一个新的分组
if (WulaMechunits.Any())
{
widget.AddSection("WULA_MechunitsSection".Translate(), WulaMechunits);
WulaLog.Debug($"[WULA] Postfix: Added 'Mechunits' section with {autonomousMechs.Count}.");
}
}
}
}

View File

@@ -0,0 +1,79 @@
using HarmonyLib;
using RimWorld;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Reflection.Emit;
using Verse;
namespace WulaFallenEmpire.HarmonyPatches
{
[HarmonyPatch(typeof(Pawn_RotationTracker))]
[HarmonyPatch("UpdateRotation")]
public static class Patch_Pawn_RotationTracker_UpdateRotation
{
[HarmonyTranspiler]
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator il)
{
var codes = new List<CodeInstruction>(instructions);
// 查找 pawn.Drafted 检查并修改
for (int i = 0; i < codes.Count; i++)
{
// 查找加载 pawn 并调用 get_Drafted 的代码
if (codes[i].opcode == OpCodes.Ldarg_0 &&
i + 1 < codes.Count && codes[i + 1].opcode == OpCodes.Ldfld &&
codes[i + 1].operand is FieldInfo field && field.Name == "pawn" &&
i + 2 < codes.Count && codes[i + 2].opcode == OpCodes.Callvirt)
{
// 检查是否是 get_Drafted 方法
var method = codes[i + 2].operand as MethodInfo;
if (method != null && method.Name == "get_Drafted")
{
// 查找随后的条件跳转
for (int j = i + 3; j < codes.Count; j++)
{
if (codes[j].opcode == OpCodes.Brfalse || codes[j].opcode == OpCodes.Brfalse_S)
{
// 找到条件跳转,创建新标签用于额外检查
var originalLabel = (Label)codes[j].operand;
var afterCheckLabel = il.DefineLabel();
// 修改原始跳转目标
codes[j].operand = afterCheckLabel;
// 在跳转指令后插入检查代码
var insertCodes = new List<CodeInstruction>
{
// 加载 pawn
new CodeInstruction(OpCodes.Ldarg_0),
new CodeInstruction(OpCodes.Ldfld,
typeof(Pawn_RotationTracker).GetField("pawn",
BindingFlags.NonPublic | BindingFlags.Instance)),
// 检查是否是 Wulamechunit
new CodeInstruction(OpCodes.Isinst, typeof(Wulamechunit)),
// 如果是 Wulamechunit跳转到原始标签跳过设置 Rotation
new CodeInstruction(OpCodes.Brtrue, originalLabel)
};
// 标记 afterCheckLabel
var labelCode = new CodeInstruction(OpCodes.Nop);
labelCode.labels.Add(afterCheckLabel);
insertCodes.Insert(0, labelCode);
// 插入代码
codes.InsertRange(j + 1, insertCodes);
return codes;
}
}
}
}
}
Log.Warning("[WulaFallenEmpire] Failed to find pawn.Drafted check in UpdateRotation");
return codes;
}
}
}

View File

@@ -15,7 +15,12 @@ namespace WulaFallenEmpire
public float idleRotationSpeed = 5f; // 空闲时的旋转速度(度/秒)
public bool smoothRotation = true; // 是否启用平滑旋转
public float minAimAngle = 10f; // 开始预热所需的最小瞄准角度差(度)
public int resetCooldownTicks = 120; // 开火后的复位冷却时间(默认2秒)
public float resetCooldownTime = 3f; // 复位冷却时间(秒)
// Gizmo 相关属性
public string gizmoLabel; // Gizmo 标签
public string gizmoDescription; // Gizmo 描述
public string gizmoIconPath = "UI/Gizmos/ToggleTurret"; // Gizmo 图标路径
public CompProperties_MultiTurretGun()
{
@@ -35,24 +40,50 @@ namespace WulaFallenEmpire
private bool isAiming = false; // 是否正在瞄准
private float lastBaseRotationAngle; // 上一次记录的基座角度
private float lastTargetAngle; // 最后一次目标角度
private int resetCooldownTicksLeft = 0; // 复位冷却剩余tick数
private bool isInResetCooldown = false; // 是否处于复位冷却中
// 添加缺失的字段
private LocalTargetInfo lastAttackedTarget = LocalTargetInfo.Invalid;
private int lastAttackTargetTick;
// Gizmo相关静态字段
private static readonly CachedTexture ToggleTurretIcon = new CachedTexture("UI/Gizmos/ToggleTurret");
private static bool gizmoAdded = false; // 防止重复添加Gizmo
// 集中火力目标
private static LocalTargetInfo focusTarget = LocalTargetInfo.Invalid;
private static int lastFocusSetTick = 0;
private static Thing lastFocusPawn = null;
// 复位冷却相关
private int resetCooldownTicksLeft = 0;
private bool isInResetCooldown = false;
// Gizmo 缓存
private Command_Toggle cachedGizmo;
private Command_Action cachedFocusGizmo;
private bool gizmoInitialized = false;
public new CompProperties_MultiTurretGun Props => (CompProperties_MultiTurretGun)props;
// 添加属性
private bool WarmingUp => burstWarmupTicksLeft > 0;
// 公开 fireAtWill 属性的访问器
public bool FireAtWill
{
get => fireAtWill;
set
{
if (fireAtWill != value)
{
fireAtWill = value;
// 如果关闭炮塔,重置当前目标
if (!fireAtWill)
{
ResetCurrentTarget();
}
}
}
}
// 是否为ID=0的主控组件
private bool IsMasterTurret => Props.ID == 0;
public override void Initialize(CompProperties props)
{
base.Initialize(props);
@@ -73,7 +104,8 @@ namespace WulaFallenEmpire
lastBaseRotationAngle = parent.Rotation.AsAngle;
lastTargetAngle = currentRotationAngle;
}
gizmoAdded = false; // 重置Gizmo状态
// 重置 Gizmo 缓存
gizmoInitialized = false;
}
private bool CanShoot
@@ -94,7 +126,7 @@ namespace WulaFallenEmpire
{
return false;
}
if (pawn.IsColonyMechPlayerControlled && !fireAtWill)
if (!fireAtWill)
{
return false;
}
@@ -104,6 +136,11 @@ namespace WulaFallenEmpire
{
return false;
}
CompMechPilotHolder compMechPilotHolder = parent.TryGetComp<CompMechPilotHolder>();
if (compMechPilotHolder != null && !compMechPilotHolder.HasPilots)
{
return false;
}
return true;
}
}
@@ -148,9 +185,11 @@ namespace WulaFallenEmpire
lastAttackTargetTick = Find.TickManager.TicksGame;
lastAttackedTarget = currentTarget;
// 开火后重置目标,并启动复位冷却
ResetCurrentTarget();
// 开火后开始复位冷却
StartResetCooldown();
// 开火后重置目标,等待冷却结束
currentTarget = LocalTargetInfo.Invalid;
}
else
{
@@ -173,34 +212,45 @@ namespace WulaFallenEmpire
burstCooldownTicksLeft--;
}
// 冷却结束且复位冷却结束,尝试寻找目标
// 冷却结束,尝试寻找目标(但不在复位冷却中时)
if (burstCooldownTicksLeft <= 0 && !isInResetCooldown && parent.IsHashIntervalTick(10))
{
TryAcquireTarget();
}
// 更新空闲旋转
UpdateIdleRotation();
// 检查是否已经瞄准目标但还没有开始预热
// 这是关键修复当炮塔已经瞄准目标但burstWarmupTicksLeft为0时开始预热
if (currentTarget.IsValid && IsAimedAtTarget() && burstWarmupTicksLeft <= 0 && burstCooldownTicksLeft <= 0 && !isInResetCooldown)
{
burstWarmupTicksLeft = Mathf.Max(1, Mathf.RoundToInt(Props.aimTicks));
return;
}
// 更新空闲旋转(只在复位冷却结束后)
if (!isInResetCooldown)
{
UpdateIdleRotation();
}
}
private void UpdateResetCooldown()
{
if (isInResetCooldown && resetCooldownTicksLeft > 0)
if (isInResetCooldown)
{
resetCooldownTicksLeft--;
if (resetCooldownTicksLeft <= 0)
{
isInResetCooldown = false;
resetCooldownTicksLeft = 0;
}
}
}
private void StartResetCooldown()
{
resetCooldownTicksLeft = Props.resetCooldownTicks;
// 计算复位冷却的tick数秒转tick
int resetCooldownTicks = Mathf.RoundToInt(Props.resetCooldownTime * 60f);
resetCooldownTicksLeft = Mathf.Max(1, resetCooldownTicks);
isInResetCooldown = true;
ticksWithoutTarget = 0; // 重置无目标计数
}
private void CheckPawnRotationChange()
@@ -231,11 +281,35 @@ namespace WulaFallenEmpire
private void TryAcquireTarget()
{
// 如果正在复位冷却中,不寻找目标
if (isInResetCooldown)
return;
// 尝试寻找新目标
// 1. 首先检查是否有集中火力目标且可以对其开火
if (focusTarget.IsValid && focusTarget.Thing != null && focusTarget.Thing.Spawned)
{
// 检查是否属于同一个Pawn且在同一张地图
if (lastFocusPawn == parent && focusTarget.Thing.Map == parent.Map)
{
// 检查能否看到目标
if (CanSeeTarget(focusTarget.Thing))
{
// 检查是否在射程内
float distance = (focusTarget.CenterVector3 - parent.DrawPos).MagnitudeHorizontal();
float maxRange = AttackVerb.verbProps.range;
if (distance <= maxRange)
{
// 优先目标有效,将其作为目标
SetCurrentTarget(focusTarget);
return;
}
}
}
else
{
// 不属于同一个Pawn或不在同一地图清除集中火力目标
focusTarget = LocalTargetInfo.Invalid;
}
}
// 2. 如果没有有效的集中火力目标,执行原有索敌逻辑
LocalTargetInfo newTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(
this,
TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable
@@ -243,50 +317,69 @@ namespace WulaFallenEmpire
if (newTarget.IsValid)
{
// 如果有目标,立即结束复位冷却
isInResetCooldown = false;
resetCooldownTicksLeft = 0;
// 如果已经有目标并且是同一个目标,保持当前状态
if (currentTarget.IsValid && currentTarget.Thing == newTarget.Thing)
{
// 检查是否已经瞄准目标
if (IsAimedAtTarget())
// 检查是否已经瞄准目标但还没有开始预热
// 关键修复:确保当炮塔已经瞄准目标时开始预热
if (IsAimedAtTarget() && burstWarmupTicksLeft <= 0)
{
// 如果已经瞄准,开始预热
if (burstWarmupTicksLeft <= 0)
{
burstWarmupTicksLeft = Mathf.Max(1, Mathf.RoundToInt(Props.aimTicks));
}
}
else if (IsAimingAtTarget())
{
// 如果正在瞄准但未完成,保持当前状态
// 什么也不做,继续旋转
}
else
{
// 需要重新瞄准
burstWarmupTicksLeft = 0;
burstWarmupTicksLeft = Mathf.Max(1, Mathf.RoundToInt(Props.aimTicks));
}
}
else
{
// 新目标,重置状态
currentTarget = newTarget;
burstWarmupTicksLeft = 0;
isAiming = true;
// 计算目标角度
Vector3 targetPos = currentTarget.CenterVector3;
Vector3 turretPos = parent.DrawPos;
targetRotationAngle = (targetPos - turretPos).AngleFlat();
lastTargetAngle = targetRotationAngle;
SetCurrentTarget(newTarget);
}
}
else
{
// 没有目标
ResetCurrentTarget();
// 没有目标,但如果在复位冷却中,不立即复位
if (!isInResetCooldown)
{
ResetCurrentTarget();
}
// 如果在复位冷却中,保持当前状态,等待冷却结束
}
}
private bool CanSeeTarget(Thing target)
{
// 简单的视线检查,可以替换为更复杂的逻辑
if (target == null || !target.Spawned)
return false;
// 检查是否有障碍物遮挡
if (!GenSight.LineOfSight(parent.Position, target.Position, parent.Map, skipFirstCell: true))
{
return false;
}
return true;
}
private void SetCurrentTarget(LocalTargetInfo newTarget)
{
currentTarget = newTarget;
burstWarmupTicksLeft = 0;
isAiming = true;
// 计算目标角度
Vector3 targetPos = currentTarget.CenterVector3;
Vector3 turretPos = parent.DrawPos;
targetRotationAngle = (targetPos - turretPos).AngleFlat();
lastTargetAngle = targetRotationAngle;
// 重要:立即结束复位冷却,因为有了新目标
isInResetCooldown = false;
resetCooldownTicksLeft = 0;
}
private bool IsAimingAtTarget()
{
if (!currentTarget.IsValid)
@@ -342,10 +435,19 @@ namespace WulaFallenEmpire
}
else
{
// 没有目标时,朝向初始角度
targetRotationAngle = parent.Rotation.AsAngle + Props.angleOffset;
ticksWithoutTarget++;
lastTargetAngle = targetRotationAngle;
// 没有目标时,只有在复位冷却结束后才朝向初始角度
if (!isInResetCooldown)
{
targetRotationAngle = parent.Rotation.AsAngle + Props.angleOffset;
ticksWithoutTarget++;
lastTargetAngle = targetRotationAngle;
}
else
{
// 在复位冷却中,保持当前角度不改变
// 不更新targetRotationAngle炮塔保持当前方向
ticksWithoutTarget++;
}
}
// 确保角度在0-360范围内
@@ -407,7 +509,7 @@ namespace WulaFallenEmpire
private void UpdateIdleRotation()
{
// 只在没有目标、冷却结束且复位冷却结束执行空闲旋转
// 只在没有目标、冷却结束、并且复位冷却结束执行空闲旋转
if (!currentTarget.IsValid && burstCooldownTicksLeft <= 0 && !isInResetCooldown && ticksWithoutTarget > 120)
{
if (!isIdleRotating)
@@ -456,6 +558,12 @@ namespace WulaFallenEmpire
{
DrawTargetingLine();
}
// 如果当前目标是集中火力目标,用特殊颜色绘制瞄准线
if (currentTarget.IsValid && currentTarget.Thing == focusTarget.Thing)
{
DrawFocusTargetingLine();
}
}
private void DrawTargetingLine()
@@ -474,9 +582,23 @@ namespace WulaFallenEmpire
Color lineColor = Color.Lerp(Color.yellow, Color.red, aimAccuracy);
lineColor.a = 0.7f;
GenDraw.DrawLineBetween(lineStart, lineEnd);
GenDraw.DrawLineBetween(lineStart, lineEnd, SimpleColor.White);
}
private void DrawFocusTargetingLine()
{
Vector3 lineStart = parent.DrawPos;
lineStart.y = AltitudeLayer.MetaOverlays.AltitudeFor();
Vector3 lineEnd = currentTarget.CenterVector3;
lineEnd.y = AltitudeLayer.MetaOverlays.AltitudeFor();
// 集中火力目标的特殊颜色
Color lineColor = new Color(1f, 0.5f, 0f, 0.8f); // 橙色
// 绘制更粗的线条
GenDraw.DrawLineBetween(lineStart, lineEnd);
}
private void MakeGun()
{
@@ -498,7 +620,7 @@ namespace WulaFallenEmpire
}
}
// 添加Gizmo方法
// 重构后的 Gizmo 方法 - 每个组件独立控制
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (Gizmo gizmo in base.CompGetGizmosExtra())
@@ -506,71 +628,163 @@ namespace WulaFallenEmpire
yield return gizmo;
}
// 只让第一个Comp_MultiTurretGun组件生成Gizmo
if (parent is Pawn pawn && pawn.IsColonyMechPlayerControlled)
// 只对殖民地玩家控制的单位显示 Gizmo
if (parent is Pawn pawn && pawn.Faction.IsPlayer)
{
// 获取所有Comp_MultiTurretGun组件
var allTurretComps = parent.GetComps<Comp_MultiTurretGun>();
// 检查当前组件是否是第一个
if (!gizmoAdded)
// 延迟初始化 Gizmo只在需要时创建
if (!gizmoInitialized)
{
gizmoAdded = true;
// 检查所有炮塔是否都有相同的fireAtWill状态
bool allTurretsEnabled = true;
bool allTurretsDisabled = true;
foreach (var turretComp in allTurretComps)
{
if (turretComp.fireAtWill)
allTurretsDisabled = false;
else
allTurretsEnabled = false;
}
// 确定Gizmo的初始状态
bool mixedState = !(allTurretsEnabled || allTurretsDisabled);
Command_Toggle command = new Command_Toggle();
command.defaultLabel = "CommandToggleTurret".Translate();
command.defaultDesc = "CommandToggleTurretDesc".Translate();
command.icon = ToggleTurretIcon.Texture;
command.isActive = () =>
{
// 如果有混合状态显示为false但使用特殊图标
if (mixedState)
return false;
return allTurretsEnabled;
};
command.toggleAction = () =>
{
// 切换所有炮塔的状态
bool newState = !allTurretsEnabled;
foreach (var turretComp in allTurretComps)
{
turretComp.fireAtWill = newState;
// 如果关闭炮塔,重置当前目标
if (!newState)
{
turretComp.ResetCurrentTarget();
}
}
};
// 如果有混合状态,显示特殊图标
if (mixedState)
{
command.icon = ContentFinder<Texture2D>.Get("UI/Commands/MixedState");
}
yield return command;
InitializeGizmo();
gizmoInitialized = true;
}
// 显示炮塔开关Gizmo
if (cachedGizmo != null)
{
yield return cachedGizmo;
}
// 只有ID=0的主控炮塔显示集中火力Gizmo
if (IsMasterTurret && cachedFocusGizmo != null)
{
yield return cachedFocusGizmo;
}
}
}
private void InitializeGizmo()
{
// 确定标签
string label = !string.IsNullOrEmpty(Props.gizmoLabel) ?
Props.gizmoLabel :
Props.turretDef?.label ?? "Turrets".Translate();
// 确定标签
string description = !string.IsNullOrEmpty(Props.gizmoDescription) ?
Props.gizmoDescription :
Props.turretDef?.description + "Wula_ToggleTurretgizmoDesc_Short".Translate();
// 确定图标
Texture2D icon = ContentFinder<Texture2D>.Get(Props.gizmoIconPath, false);
if (icon == null)
{
// 使用默认图标
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret", false) ?? BaseContent.BadTex;
}
// 创建炮塔开关Gizmo
cachedGizmo = new Command_Toggle();
cachedGizmo.defaultLabel = label + (Props.ID > 0 ? $" #{Props.ID}" : "");
cachedGizmo.defaultDesc = description;
cachedGizmo.icon = icon;
cachedGizmo.isActive = () => FireAtWill;
cachedGizmo.toggleAction = () =>
{
FireAtWill = !FireAtWill;
};
// 添加热键
cachedGizmo.hotKey = KeyBindingDefOf.Misc1;
// 为主控炮塔创建集中火力Gizmo
if (IsMasterTurret)
{
cachedFocusGizmo = new Command_Action();
cachedFocusGizmo.defaultLabel = "Wula_FocusFire".Translate();
cachedFocusGizmo.defaultDesc = "Wula_FocusFireDesc".Translate();
cachedFocusGizmo.icon = ContentFinder<Texture2D>.Get("UI/Gizmos/TargetFocus", false) ?? BaseContent.BadTex;
cachedFocusGizmo.action = () =>
{
// 显示目标选择菜单
ShowTargetSelectMenu();
};
// 如果有集中火力目标,添加清除按钮
if (focusTarget.IsValid && lastFocusPawn == parent)
{
cachedFocusGizmo.defaultLabel = "Wula_ClearFocus".Translate();
cachedFocusGizmo.defaultDesc = "Wula_ClearFocusDesc".Translate();
cachedFocusGizmo.icon = ContentFinder<Texture2D>.Get("UI/Gizmos/TargetClear", false) ?? BaseContent.BadTex;
}
}
}
private void ShowTargetSelectMenu()
{
// 如果已经有集中火力目标,清除它
if (focusTarget.IsValid && lastFocusPawn == parent)
{
focusTarget = LocalTargetInfo.Invalid;
Messages.Message("Wula_FocusCleared".Translate(), MessageTypeDefOf.NeutralEvent);
return;
}
// 创建目标选择器
CameraJumper.TryJump(parent);
// 显示选择目标的消息
Messages.Message("Wula_SelectFocusTarget".Translate(), MessageTypeDefOf.NeutralEvent);
// 设置目标选择回调
TargetingParameters targetingParameters = new TargetingParameters();
targetingParameters.canTargetPawns = true;
targetingParameters.canTargetBuildings = true;
targetingParameters.canTargetItems = false;
targetingParameters.canTargetLocations = false;
targetingParameters.canTargetSelf = false;
targetingParameters.canTargetFires = false;
targetingParameters.canTargetAnimals = true;
targetingParameters.canTargetHumans = true;
targetingParameters.canTargetMechs = true;
// 添加地图上的所有有生命值的目标
targetingParameters.validator = (TargetInfo targ) =>
{
if (targ.Thing == null)
return false;
// 必须有生命值
if (targ.Thing.def.useHitPoints && targ.Thing.HitPoints > 0)
{
// 不能是友方(可选,根据需求调整)
if (targ.Thing.Faction != null && targ.Thing.Faction == parent.Faction)
{
// 如果是友方,需要特殊确认
return false;
}
return true;
}
return false;
};
// 启动目标选择
Find.Targeter.BeginTargeting(new TargetingParameters
{
canTargetLocations = true,
canTargetPawns = true,
canTargetBuildings = true,
canTargetItems = false
}, SetFocusTarget, null, OnFocusTargetCancelled);
}
private void SetFocusTarget(LocalTargetInfo target)
{
if (target.Thing != null && target.Thing.Spawned)
{
focusTarget = target;
lastFocusSetTick = Find.TickManager.TicksGame;
lastFocusPawn = parent;
Messages.Message(
"Wula_FocusTargetSet".Translate(target.Thing.LabelCap),
MessageTypeDefOf.PositiveEvent
);
}
}
private void OnFocusTargetCancelled()
{
}
public override void PostExposeData()
{
base.PostExposeData();
@@ -588,15 +802,18 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref isAiming, "isAiming", false);
Scribe_Values.Look(ref lastBaseRotationAngle, "lastBaseRotationAngle", 0f);
Scribe_Values.Look(ref lastTargetAngle, "lastTargetAngle", 0f);
Scribe_Values.Look(ref resetCooldownTicksLeft, "resetCooldownTicksLeft", 0);
Scribe_Values.Look(ref isInResetCooldown, "isInResetCooldown", false);
// 保存集中火力目标
Scribe_TargetInfo.Look(ref focusTarget, "focusTarget");
Scribe_Values.Look(ref lastFocusSetTick, "lastFocusSetTick", 0);
Scribe_References.Look(ref lastFocusPawn, "lastFocusPawn");
// 保存缺失的字段
Scribe_TargetInfo.Look(ref lastAttackedTarget, "lastAttackedTarget_" + Props.ID);
Scribe_Values.Look(ref lastAttackTargetTick, "lastAttackTargetTick_" + Props.ID, 0);
// 保存复位冷却相关字段
Scribe_Values.Look(ref resetCooldownTicksLeft, "resetCooldownTicksLeft", 0);
Scribe_Values.Look(ref isInResetCooldown, "isInResetCooldown", false);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (gun == null)
@@ -616,6 +833,11 @@ namespace WulaFallenEmpire
lastBaseRotationAngle = parent.Rotation.AsAngle;
lastTargetAngle = currentRotationAngle;
}
// 重置 Gizmo 缓存
gizmoInitialized = false;
cachedGizmo = null;
cachedFocusGizmo = null;
}
}

View File

@@ -85,6 +85,7 @@
</ItemGroup>
<ItemGroup>
<!-- 第一部分:基础类和组件 -->
<Compile Include="HarmonyPatches\WULA_MechUnit\Patch_Pawn_RotationTracker_UpdateRotation.cs" />
<Compile Include="HediffComp\WULA_DamageResponse\HediffComp_DamageResponse.cs" />
<Compile Include="HediffComp\WULA_DisappearWithEffect\HediffCompProperties_DisappearWithEffect.cs" />
<Compile Include="HediffComp\WULA_GiveHediffsInRangeToRace\HediffCompProperties_GiveHediffsInRangeToRace.cs" />