添加爆炸射线武器系统
This commit is contained in:
92
Source/WulaFallenEmpire/Verb_ShootBeamExplosive.cs
Normal file
92
Source/WulaFallenEmpire/Verb_ShootBeamExplosive.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Verb_ShootBeamExplosive : Verse.Verb_ShootBeam
|
||||
{
|
||||
private int explosionShotCounter = 0;
|
||||
|
||||
protected override bool TryCastShot()
|
||||
{
|
||||
bool result = base.TryCastShot();
|
||||
|
||||
if (result && verbProps is VerbPropertiesExplosiveBeam explosiveProps && explosiveProps.enableExplosion)
|
||||
{
|
||||
explosionShotCounter++;
|
||||
|
||||
if (explosionShotCounter >= explosiveProps.explosionShotInterval)
|
||||
{
|
||||
explosionShotCounter = 0;
|
||||
TriggerExplosion(explosiveProps);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
|
||||
{
|
||||
Vector3 explosionPos = InterpolatedPosition;
|
||||
IntVec3 explosionCell = explosionPos.ToIntVec3();
|
||||
|
||||
if (!explosionCell.InBounds(caster.Map))
|
||||
return;
|
||||
|
||||
// 播放爆炸音效
|
||||
if (explosiveProps.explosionSound != null)
|
||||
{
|
||||
explosiveProps.explosionSound.PlayOneShot(new TargetInfo(explosionCell, caster.Map));
|
||||
}
|
||||
|
||||
// 生成爆炸
|
||||
GenExplosion.DoExplosion(
|
||||
center: explosionCell,
|
||||
map: caster.Map,
|
||||
radius: explosiveProps.explosionRadius,
|
||||
damType: explosiveProps.explosionDamageDef ?? DamageDefOf.Bomb,
|
||||
instigator: caster,
|
||||
damAmount: explosiveProps.explosionDamage > 0 ? explosiveProps.explosionDamage : verbProps.defaultProjectile?.projectile?.GetDamageAmount(EquipmentSource) ?? 20,
|
||||
armorPenetration: explosiveProps.explosionArmorPenetration >= 0 ? explosiveProps.explosionArmorPenetration : verbProps.defaultProjectile?.projectile?.GetArmorPenetration(EquipmentSource) ?? 0.3f,
|
||||
explosionSound: null, // 我们已经手动播放了音效
|
||||
weapon: base.EquipmentSource?.def,
|
||||
projectile: null,
|
||||
intendedTarget: currentTarget.Thing,
|
||||
postExplosionSpawnThingDef: explosiveProps.postExplosionSpawnThingDef,
|
||||
postExplosionSpawnChance: explosiveProps.postExplosionSpawnChance,
|
||||
postExplosionSpawnThingCount: explosiveProps.postExplosionSpawnThingCount,
|
||||
postExplosionGasType: explosiveProps.postExplosionGasType,
|
||||
applyDamageToExplosionCellsNeighbors: explosiveProps.applyDamageToExplosionCellsNeighbors,
|
||||
preExplosionSpawnThingDef: explosiveProps.preExplosionSpawnThingDef,
|
||||
preExplosionSpawnChance: explosiveProps.preExplosionSpawnChance,
|
||||
preExplosionSpawnThingCount: explosiveProps.preExplosionSpawnThingCount,
|
||||
chanceToStartFire: explosiveProps.chanceToStartFire,
|
||||
damageFalloff: explosiveProps.damageFalloff,
|
||||
direction: null,
|
||||
ignoredThings: null,
|
||||
affectedAngle: null,
|
||||
doVisualEffects: true,
|
||||
propagationSpeed: 0.6f,
|
||||
excludeRadius: 0f,
|
||||
doSoundEffects: false // 我们手动处理音效
|
||||
);
|
||||
|
||||
// 生成额外的视觉效果
|
||||
if (explosiveProps.explosionEffecter != null)
|
||||
{
|
||||
Effecter effecter = explosiveProps.explosionEffecter.Spawn(explosionCell, caster.Map);
|
||||
effecter.Trigger(new TargetInfo(explosionCell, caster.Map), TargetInfo.Invalid);
|
||||
effecter.Cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref explosionShotCounter, "explosionShotCounter", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user