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98
Source/WulaFallenEmpire/BulletWithTrail.cs
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98
Source/WulaFallenEmpire/BulletWithTrail.cs
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@@ -0,0 +1,98 @@
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using System.Collections.Generic;
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using System.Reflection;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.AI;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class BulletWithTrail : Bullet
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{
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private TrackingBulletDef trackingDefInt;
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private int Fleck_MakeFleckTick;
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private Vector3 lastTickPosition;
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public TrackingBulletDef TrackingDef
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{
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get
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{
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if (trackingDefInt == null)
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{
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trackingDefInt = def.GetModExtension<TrackingBulletDef>();
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if (trackingDefInt == null)
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{
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Log.ErrorOnce($"TrackingBulletDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
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this.trackingDefInt = new TrackingBulletDef();
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}
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}
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return trackingDefInt;
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}
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}
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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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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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lastTickPosition = origin;
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}
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protected override void Tick()
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{
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base.Tick();
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// 处理拖尾特效
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if (TrackingDef != null && TrackingDef.tailFleckDef != null)
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{
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Fleck_MakeFleckTick++;
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if (Fleck_MakeFleckTick >= TrackingDef.fleckDelayTicks)
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{
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if (Fleck_MakeFleckTick >= (TrackingDef.fleckDelayTicks + TrackingDef.fleckMakeFleckTickMax))
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{
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Fleck_MakeFleckTick = TrackingDef.fleckDelayTicks;
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}
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Map map = base.Map;
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int randomInRange = TrackingDef.fleckMakeFleckNum.RandomInRange;
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Vector3 currentPosition = base.ExactPosition;
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Vector3 previousPosition = lastTickPosition;
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for (int i = 0; i < randomInRange; i++)
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{
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float num = (currentPosition - previousPosition).AngleFlat();
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float velocityAngle = TrackingDef.fleckAngle.RandomInRange + num;
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float randomInRange2 = TrackingDef.fleckScale.RandomInRange;
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float randomInRange3 = TrackingDef.fleckSpeed.RandomInRange;
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FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, TrackingDef.tailFleckDef, randomInRange2);
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dataStatic.rotation = (currentPosition - previousPosition).AngleFlat();
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dataStatic.rotationRate = TrackingDef.fleckRotation.RandomInRange;
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dataStatic.velocityAngle = velocityAngle;
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dataStatic.velocitySpeed = randomInRange3;
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map.flecks.CreateFleck(dataStatic);
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}
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}
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}
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lastTickPosition = base.ExactPosition;
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}
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref Fleck_MakeFleckTick, "Fleck_MakeFleckTick", 0);
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Scribe_Values.Look(ref lastTickPosition, "lastTickPosition", Vector3.zero);
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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if (this.trackingDefInt == null)
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{
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this.trackingDefInt = this.def.GetModExtension<TrackingBulletDef>();
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if (this.trackingDefInt == null)
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{
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Log.ErrorOnce($"TrackingBulletDef is null for projectile {this.def.defName} after PostLoadInit. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
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this.trackingDefInt = new TrackingBulletDef();
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}
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}
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}
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}
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}
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}
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@@ -1,35 +0,0 @@
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using System;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class HomingProjectileDef : DefModExtension
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{
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public float SpeedChangeTilesPerTickOverride;
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public FloatRange SpeedRangeTilesPerTickOverride;
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public float hitChance = 0.5f;
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public float homingSpeed = 0.1f;
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public float initRotateAngle = 30f;
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public float proximityFuseRange = 0.5f; // 调整默认值,使其在接近目标时能正确触发引信
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public IntRange destroyTicksAfterLosingTrack = new IntRange(60, 120);
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public ThingDef extraProjectile;
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public float speedChangePerTick;
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public FloatRange? speedRangeOverride;
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public FleckDef tailFleckDef;
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// 拖尾特效的详细配置参数
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public int fleckMakeFleckTickMax = 1;
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public IntRange fleckMakeFleckNum = new IntRange(1, 1);
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public FloatRange fleckAngle = new FloatRange(-180f, 180f);
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public FloatRange fleckScale = new FloatRange(1f, 1f);
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public FloatRange fleckSpeed = new FloatRange(0f, 0f);
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public FloatRange fleckRotation = new FloatRange(-180f, 180f);
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}
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}
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@@ -1,105 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class ModExtension_Cone : DefModExtension
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{
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public float coneAngle = 10f;
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public float coneRange = 7f;
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public int repeatExplosionCount = 1;
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public ThingDef fragment;
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public int fragmentCount;
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public FloatRange? fragmentRange;
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public bool showConeEffect = true;
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public void DoConeExplosion(IntVec3 center, Map map, Quaternion rotation, DamageDef damType, Thing instigator, int damAmount = -1, float armorPenetration = -1f, SoundDef explosionSound = null, ThingDef weapon = null, ThingDef projectile = null, Thing intendedTarget = null, ThingDef postExplosionSpawnThingDef = null, float postExplosionSpawnChance = 0f, int postExplosionSpawnThingCount = 1, GasType? postExplosionGasType = null, float? postExplosionGasRadiusOverride = null, int postExplosionGasAmount = 255, bool applyDamageToExplosionCellsNeighbors = false, ThingDef preExplosionSpawnThingDef = null, float preExplosionSpawnChance = 0f, int preExplosionSpawnThingCount = 1, float chanceToStartFire = 0f, bool damageFalloff = false, float? direction = null, List<Thing> ignoredThings = null, float propagationSpeed = 1f, float excludeRadius = 0f, ThingDef postExplosionSpawnThingDefWater = null, float screenShakeFactor = 1f, SimpleCurve flammabilityChanceCurve = null, List<IntVec3> overrideCells = null)
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{
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Vector3 v = rotation * Vector3.forward;
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FloatRange initialAngleRange = new FloatRange(v.ToAngleFlat() - coneAngle, v.ToAngleFlat() + coneAngle);
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for (int i = 0; i < repeatExplosionCount; i++)
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{
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// Handle angle wrap-around for max > 360
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if (initialAngleRange.max > 360f)
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{
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GenExplosion.DoExplosion(affectedAngle: new FloatRange(0f, initialAngleRange.max - 360f), center: center, map: map, radius: coneRange, damType: damType, instigator: instigator, damAmount: damAmount, armorPenetration: armorPenetration, explosionSound: explosionSound, weapon: weapon, projectile: projectile, intendedTarget: intendedTarget, postExplosionSpawnThingDef: postExplosionSpawnThingDef, postExplosionSpawnChance: postExplosionSpawnChance, postExplosionSpawnThingCount: postExplosionSpawnThingCount, postExplosionGasType: postExplosionGasType, postExplosionGasRadiusOverride: postExplosionGasRadiusOverride, postExplosionGasAmount: postExplosionGasAmount, applyDamageToExplosionCellsNeighbors: applyDamageToExplosionCellsNeighbors, preExplosionSpawnThingDef: preExplosionSpawnThingDef, preExplosionSpawnChance: preExplosionSpawnChance, preExplosionSpawnThingCount: preExplosionSpawnThingCount, chanceToStartFire: chanceToStartFire, damageFalloff: damageFalloff, direction: direction, ignoredThings: ignoredThings, doVisualEffects: showConeEffect, propagationSpeed: propagationSpeed, excludeRadius: excludeRadius, doSoundEffects: showConeEffect, postExplosionSpawnThingDefWater: postExplosionSpawnThingDefWater, screenShakeFactor: screenShakeFactor, flammabilityChanceCurve: flammabilityChanceCurve, overrideCells: overrideCells);
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}
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// Handle angle wrap-around for min < 0
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if (initialAngleRange.min < 0f)
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{
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GenExplosion.DoExplosion(affectedAngle: new FloatRange(initialAngleRange.min + 360f, 360f), center: center, map: map, radius: coneRange, damType: damType, instigator: instigator, damAmount: damAmount, armorPenetration: armorPenetration, explosionSound: explosionSound, weapon: weapon, projectile: projectile, intendedTarget: intendedTarget, postExplosionSpawnThingDef: postExplosionSpawnThingDef, postExplosionSpawnChance: postExplosionSpawnChance, postExplosionSpawnThingCount: postExplosionSpawnThingCount, postExplosionGasType: postExplosionGasType, postExplosionGasRadiusOverride: postExplosionGasRadiusOverride, postExplosionGasAmount: postExplosionGasAmount, applyDamageToExplosionCellsNeighbors: applyDamageToExplosionCellsNeighbors, preExplosionSpawnThingDef: preExplosionSpawnThingDef, preExplosionSpawnChance: preExplosionSpawnChance, preExplosionSpawnThingCount: preExplosionSpawnThingCount, chanceToStartFire: chanceToStartFire, damageFalloff: damageFalloff, direction: direction, ignoredThings: ignoredThings, doVisualEffects: showConeEffect, propagationSpeed: propagationSpeed, excludeRadius: excludeRadius, doSoundEffects: showConeEffect, postExplosionSpawnThingDefWater: postExplosionSpawnThingDefWater, screenShakeFactor: screenShakeFactor, flammabilityChanceCurve: flammabilityChanceCurve, overrideCells: overrideCells);
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}
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// Main explosion
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GenExplosion.DoExplosion(center, map, coneRange, damType, instigator, damAmount, armorPenetration, explosionSound, weapon, projectile, intendedTarget, postExplosionSpawnThingDef, postExplosionSpawnChance, postExplosionSpawnThingCount, postExplosionGasType, postExplosionGasRadiusOverride, postExplosionGasAmount, applyDamageToExplosionCellsNeighbors, preExplosionSpawnThingDef, preExplosionSpawnChance, preExplosionSpawnThingCount, chanceToStartFire, damageFalloff, direction, ignoredThings, initialAngleRange, showConeEffect, propagationSpeed, excludeRadius, showConeEffect, postExplosionSpawnThingDefWater, screenShakeFactor, flammabilityChanceCurve, overrideCells);
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}
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if (fragment != null)
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{
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FloatRange currentFragmentRange = fragmentRange.HasValue ? fragmentRange.Value : new FloatRange(0f, coneRange);
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IEnumerable<IntVec3> source = FragmentCells(center, initialAngleRange, currentFragmentRange);
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for (int j = 0; j < fragmentCount; j++)
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{
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IntVec3 intVec = source.RandomElement();
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((Projectile)GenSpawn.Spawn(fragment, center, map)).Launch(instigator, intVec, intVec, ProjectileHitFlags.All);
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}
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}
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}
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private IEnumerable<IntVec3> FragmentCells(IntVec3 center, FloatRange? angle, FloatRange range)
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{
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int minRadialCells = GenRadial.NumCellsInRadius(range.min);
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int maxRadialCells = GenRadial.NumCellsInRadius(range.max);
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for (int i = minRadialCells; i < maxRadialCells; i++)
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{
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IntVec3 currentCell = center + GenRadial.RadialPattern[i];
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if (angle.HasValue)
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{
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float angleMin = angle.Value.min;
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float angleMax = angle.Value.max;
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float lengthHorizontal = (currentCell - center).LengthHorizontal;
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if (lengthHorizontal <= 0.5f) // Close to center, always include
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{
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yield return currentCell;
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continue;
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}
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float cellAngle = Mathf.Atan2(-(currentCell.z - center.z), currentCell.x - center.x) * 57.29578f; // Convert radians to degrees
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// Handle angle wrap-around for comparison
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if (angleMin < 0f && cellAngle - angleMin > 360f)
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{
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cellAngle -= 360f;
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}
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if (angleMax > 360f && angleMax - cellAngle < 360f)
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{
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cellAngle += 360f;
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}
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// Check if cell is within the angular range
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if (cellAngle >= angleMin && cellAngle <= angleMax)
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{
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yield return currentCell;
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}
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}
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else
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{
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yield return currentCell; // No angle restriction
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}
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}
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}
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}
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}
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@@ -60,6 +60,9 @@ namespace WulaFallenEmpire
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this.landed = true;
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this.ticksToDetonation = ExplosiveDef.explosionDelay; // Use ExplosiveDef for explosionDelay
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GenExplosion.NotifyNearbyPawnsOfDangerousExplosive(this, ExplosiveDef.damageDef ?? DamageDefOf.Bomb, this.launcher.Faction, this.launcher); // Use ExplosiveDef for damageDef
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// 停止追踪并清空速度,确保子弹停止移动
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this.homing = false;
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this.curSpeed = Vector3.zero;
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}
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}
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@@ -140,7 +143,7 @@ namespace WulaFallenEmpire
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bool doExplosionVFX = ExplosiveDef.doExplosionVFX; // Use ExplosiveDef for doExplosionVFX
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GenExplosion.DoExplosion(
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center: position, // 爆炸中心
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center: ExactPosition.ToIntVec3(), // 爆炸中心
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map: map, // 地图
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radius: explosionRadius, // 爆炸半径
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damType: damageDef, // 伤害类型
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98
Source/WulaFallenEmpire/Projectile_ExplosiveWithTrail.cs
Normal file
98
Source/WulaFallenEmpire/Projectile_ExplosiveWithTrail.cs
Normal file
@@ -0,0 +1,98 @@
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using System.Collections.Generic;
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using System.Reflection;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.AI;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class Projectile_ExplosiveWithTrail : Projectile_Explosive
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{
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private TrackingBulletDef trackingDefInt;
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private int Fleck_MakeFleckTick;
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private Vector3 lastTickPosition;
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public TrackingBulletDef TrackingDef
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{
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get
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{
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if (trackingDefInt == null)
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{
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trackingDefInt = def.GetModExtension<TrackingBulletDef>();
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if (trackingDefInt == null)
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{
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Log.ErrorOnce($"TrackingBulletDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
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this.trackingDefInt = new TrackingBulletDef();
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}
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}
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return trackingDefInt;
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}
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}
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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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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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lastTickPosition = origin;
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}
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protected override void Tick()
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{
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base.Tick();
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|
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// 处理拖尾特效
|
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if (TrackingDef != null && TrackingDef.tailFleckDef != null)
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{
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Fleck_MakeFleckTick++;
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if (Fleck_MakeFleckTick >= TrackingDef.fleckDelayTicks)
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{
|
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if (Fleck_MakeFleckTick >= (TrackingDef.fleckDelayTicks + TrackingDef.fleckMakeFleckTickMax))
|
||||
{
|
||||
Fleck_MakeFleckTick = TrackingDef.fleckDelayTicks;
|
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}
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||||
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Map map = base.Map;
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int randomInRange = TrackingDef.fleckMakeFleckNum.RandomInRange;
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Vector3 currentPosition = base.ExactPosition;
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Vector3 previousPosition = lastTickPosition;
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for (int i = 0; i < randomInRange; i++)
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{
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float num = (currentPosition - previousPosition).AngleFlat();
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float velocityAngle = TrackingDef.fleckAngle.RandomInRange + num;
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float randomInRange2 = TrackingDef.fleckScale.RandomInRange;
|
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float randomInRange3 = TrackingDef.fleckSpeed.RandomInRange;
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||||
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, TrackingDef.tailFleckDef, randomInRange2);
|
||||
dataStatic.rotation = (currentPosition - previousPosition).AngleFlat();
|
||||
dataStatic.rotationRate = TrackingDef.fleckRotation.RandomInRange;
|
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dataStatic.velocityAngle = velocityAngle;
|
||||
dataStatic.velocitySpeed = randomInRange3;
|
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map.flecks.CreateFleck(dataStatic);
|
||||
}
|
||||
}
|
||||
}
|
||||
lastTickPosition = base.ExactPosition;
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref Fleck_MakeFleckTick, "Fleck_MakeFleckTick", 0);
|
||||
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition", Vector3.zero);
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,327 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Projectile_Homing : Bullet
|
||||
{
|
||||
private HomingProjectileDef homingDefInt;
|
||||
|
||||
private Sustainer ambientSustainer;
|
||||
|
||||
private List<ThingComp> comps;
|
||||
|
||||
protected Vector3 exactPositionInt;
|
||||
|
||||
public Vector3 curSpeed;
|
||||
|
||||
public bool homing = true;
|
||||
private int Fleck_MakeFleckTick; // 拖尾特效的计时器
|
||||
private Vector3 lastTickPosition; // 记录上一帧的位置,用于计算移动方向
|
||||
|
||||
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 HomingProjectileDef HomingDef
|
||||
{
|
||||
get
|
||||
{
|
||||
if (homingDefInt == null)
|
||||
{
|
||||
homingDefInt = def.GetModExtension<HomingProjectileDef>();
|
||||
if (homingDefInt == null)
|
||||
{
|
||||
Log.ErrorOnce($"HomingProjectileDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
|
||||
this.homingDefInt = new HomingProjectileDef();
|
||||
}
|
||||
}
|
||||
return homingDefInt;
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
bool flag = false;
|
||||
if (usedTarget.HasThing && usedTarget.Thing is IAttackTarget)
|
||||
{
|
||||
if (Rand.Chance(GetHitChance(usedTarget.Thing)))
|
||||
{
|
||||
hitFlags |= ProjectileHitFlags.IntendedTarget;
|
||||
intendedTarget = usedTarget;
|
||||
flag = true;
|
||||
}
|
||||
}
|
||||
else if (Rand.Chance(GetHitChance(intendedTarget.Thing)))
|
||||
{
|
||||
hitFlags |= ProjectileHitFlags.IntendedTarget;
|
||||
usedTarget = intendedTarget;
|
||||
flag = true;
|
||||
}
|
||||
if (flag)
|
||||
{
|
||||
hitFlags &= ~ProjectileHitFlags.IntendedTarget;
|
||||
}
|
||||
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
|
||||
exactPositionInt = origin.Yto0() + Vector3.up * def.Altitude;
|
||||
lastTickPosition = origin; // 初始化 lastTickPosition
|
||||
Vector3 normalized = (destination - origin).Yto0().normalized;
|
||||
float degrees = Rand.Range(0f - HomingDef.initRotateAngle, HomingDef.initRotateAngle);
|
||||
Vector2 v = new Vector2(normalized.x, normalized.z);
|
||||
v = v.RotatedBy(degrees);
|
||||
Vector3 vector = new Vector3(v.x, 0f, v.y);
|
||||
// 检查 HomingDef.speedRangeOverride 是否有值
|
||||
if (!HomingDef.speedRangeOverride.HasValue)
|
||||
{
|
||||
curSpeed = vector * def.projectile.SpeedTilesPerTick;
|
||||
}
|
||||
else
|
||||
{
|
||||
curSpeed = vector * HomingDef.SpeedRangeTilesPerTickOverride.RandomInRange;
|
||||
}
|
||||
ReflectInit();
|
||||
}
|
||||
|
||||
protected void ReflectInit()
|
||||
{
|
||||
if (!def.projectile.soundAmbient.NullOrUndefined())
|
||||
{
|
||||
ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
|
||||
}
|
||||
comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this);
|
||||
}
|
||||
|
||||
public float GetHitChance(Thing thing)
|
||||
{
|
||||
if (this.HomingDef == null)
|
||||
{
|
||||
Log.ErrorOnce("HomingDef is null for projectile " + this.def.defName + ". Returning default hitChance.", this.thingIDNumber ^ 0x12345678);
|
||||
return 0.7f;
|
||||
}
|
||||
|
||||
float hitChance = HomingDef.hitChance;
|
||||
if (thing == null)
|
||||
{
|
||||
return hitChance;
|
||||
}
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
hitChance *= Mathf.Clamp(pawn.BodySize, 0.5f, 1.5f);
|
||||
if (pawn.GetPosture() != 0)
|
||||
{
|
||||
hitChance *= 0.5f;
|
||||
}
|
||||
float num = 1f;
|
||||
switch (equipmentQuality)
|
||||
{
|
||||
case QualityCategory.Awful:
|
||||
num = 0.5f;
|
||||
break;
|
||||
case QualityCategory.Poor:
|
||||
num = 0.75f;
|
||||
break;
|
||||
case QualityCategory.Normal:
|
||||
num = 1f;
|
||||
break;
|
||||
case QualityCategory.Excellent:
|
||||
num = 1.1f;
|
||||
break;
|
||||
case QualityCategory.Masterwork:
|
||||
num = 1.2f;
|
||||
break;
|
||||
case QualityCategory.Legendary:
|
||||
num = 1.3f;
|
||||
break;
|
||||
default:
|
||||
Log.Message("Unknown QualityCategory, returning default qualityFactor = 1");
|
||||
break;
|
||||
}
|
||||
hitChance *= num;
|
||||
}
|
||||
else
|
||||
{
|
||||
hitChance *= 1.5f * thing.def.fillPercent;
|
||||
}
|
||||
return Mathf.Clamp(hitChance, 0f, 1f);
|
||||
}
|
||||
|
||||
public virtual void MovementTick()
|
||||
{
|
||||
Vector3 vect = ExactPosition + curSpeed;
|
||||
ShootLine shootLine = new ShootLine(ExactPosition.ToIntVec3(), vect.ToIntVec3());
|
||||
Vector3 vector = (intendedTarget.Cell.ToVector3() - ExactPosition).Yto0();
|
||||
if (homing)
|
||||
{
|
||||
Vector3 vector2 = vector.normalized - curSpeed.normalized;
|
||||
if (vector2.sqrMagnitude >= 1.414f)
|
||||
{
|
||||
homing = false;
|
||||
lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
|
||||
ticksToImpact = lifetime;
|
||||
base.HitFlags &= ~ProjectileHitFlags.IntendedTarget;
|
||||
base.HitFlags |= ProjectileHitFlags.NonTargetPawns;
|
||||
base.HitFlags |= ProjectileHitFlags.NonTargetWorld;
|
||||
}
|
||||
else
|
||||
{
|
||||
curSpeed += vector2 * HomingDef.homingSpeed * curSpeed.magnitude;
|
||||
}
|
||||
}
|
||||
foreach (IntVec3 item in shootLine.Points())
|
||||
{
|
||||
if (!((intendedTarget.Cell - item).SqrMagnitude <= HomingDef.proximityFuseRange * HomingDef.proximityFuseRange))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
homing = false;
|
||||
lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
|
||||
if ((base.HitFlags & ProjectileHitFlags.IntendedTarget) == ProjectileHitFlags.IntendedTarget || HomingDef.proximityFuseRange > 0f)
|
||||
{
|
||||
lifetime = 0;
|
||||
ticksToImpact = 0;
|
||||
vect = item.ToVector3();
|
||||
if (Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && def.projectile.soundImpactAnticipate != null)
|
||||
{
|
||||
def.projectile.soundImpactAnticipate.PlayOneShot(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
exactPositionInt = vect;
|
||||
curSpeed *= (curSpeed.magnitude + HomingDef.SpeedChangeTilesPerTickOverride) / curSpeed.magnitude;
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
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; // 更新上一帧位置
|
||||
|
||||
// 移除 if (landed) return; 以确保子弹落地后也能正常销毁
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,142 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Projectile_Homing_Explosive : Projectile_Homing
|
||||
{
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look<int>(ref this.ticksToDetonation, "ticksToDetonation", 0, false);
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
base.Tick();
|
||||
bool flag = this.ticksToDetonation > 0;
|
||||
if (flag)
|
||||
{
|
||||
this.ticksToDetonation--;
|
||||
bool flag2 = this.ticksToDetonation <= 0;
|
||||
if (flag2)
|
||||
{
|
||||
this.Explode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Impact(Thing hitThing, bool blockedByShield = false)
|
||||
{
|
||||
bool flag = blockedByShield || this.def.projectile.explosionDelay == 0;
|
||||
if (flag)
|
||||
{
|
||||
this.Explode();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.landed = true;
|
||||
this.ticksToDetonation = this.def.projectile.explosionDelay;
|
||||
GenExplosion.NotifyNearbyPawnsOfDangerousExplosive(this, this.def.projectile.damageDef, this.launcher.Faction, this.launcher);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Explode()
|
||||
{
|
||||
Map map = base.Map;
|
||||
ModExtension_Cone modExtension = this.def.GetModExtension<ModExtension_Cone>();
|
||||
this.DoExplosion();
|
||||
bool flag = modExtension != null;
|
||||
if (flag)
|
||||
{
|
||||
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);
|
||||
}
|
||||
bool flag2 = this.def.projectile.explosionEffect != null;
|
||||
if (flag2)
|
||||
{
|
||||
Effecter effecter = this.def.projectile.explosionEffect.Spawn();
|
||||
bool flag3 = this.def.projectile.explosionEffectLifetimeTicks != 0;
|
||||
if (flag3)
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
this.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);
|
||||
}
|
||||
|
||||
private int ticksToDetonation;
|
||||
}
|
||||
}
|
||||
@@ -1,726 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
using System.Reflection;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Projectile_PoiBullet : Bullet
|
||||
{
|
||||
// Projectile_Homing 的字段
|
||||
private HomingProjectileDef homingDefInt;
|
||||
private Sustainer ambientSustainer;
|
||||
private List<ThingComp> comps;
|
||||
protected Vector3 exactPositionInt;
|
||||
public Vector3 curSpeed;
|
||||
public bool homing = true;
|
||||
private int Fleck_MakeFleckTick;
|
||||
private Vector3 lastTickPosition;
|
||||
|
||||
// Projectile_Homing_Explosive 的字段
|
||||
private int ticksToDetonation;
|
||||
|
||||
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 HomingProjectileDef HomingDef
|
||||
{
|
||||
get
|
||||
{
|
||||
if (homingDefInt == null)
|
||||
{
|
||||
homingDefInt = def.GetModExtension<HomingProjectileDef>();
|
||||
if (homingDefInt == null)
|
||||
{
|
||||
Log.ErrorOnce($"HomingProjectileDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
|
||||
this.homingDefInt = new HomingProjectileDef();
|
||||
}
|
||||
}
|
||||
return homingDefInt;
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
bool flag = false;
|
||||
if (usedTarget.HasThing && usedTarget.Thing is IAttackTarget)
|
||||
{
|
||||
if (Rand.Chance(GetHitChance(usedTarget.Thing)))
|
||||
{
|
||||
hitFlags |= ProjectileHitFlags.IntendedTarget;
|
||||
intendedTarget = usedTarget;
|
||||
flag = true;
|
||||
}
|
||||
}
|
||||
else if (Rand.Chance(GetHitChance(intendedTarget.Thing)))
|
||||
{
|
||||
hitFlags |= ProjectileHitFlags.IntendedTarget;
|
||||
usedTarget = intendedTarget;
|
||||
flag = true;
|
||||
}
|
||||
if (flag)
|
||||
{
|
||||
hitFlags &= ~ProjectileHitFlags.IntendedTarget;
|
||||
}
|
||||
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
|
||||
exactPositionInt = origin.Yto0() + Vector3.up * def.Altitude;
|
||||
lastTickPosition = origin;
|
||||
Vector3 normalized = (destination - origin).Yto0().normalized;
|
||||
float degrees = Rand.Range(0f - HomingDef.initRotateAngle, HomingDef.initRotateAngle);
|
||||
Vector2 v = new Vector2(normalized.x, normalized.z);
|
||||
v = v.RotatedBy(degrees);
|
||||
Vector3 vector = new Vector3(v.x, 0f, v.y);
|
||||
if (!HomingDef.speedRangeOverride.HasValue)
|
||||
{
|
||||
curSpeed = vector * def.projectile.SpeedTilesPerTick;
|
||||
}
|
||||
else
|
||||
{
|
||||
curSpeed = vector * HomingDef.SpeedRangeTilesPerTickOverride.RandomInRange;
|
||||
}
|
||||
ReflectInit();
|
||||
|
||||
// Projectile_PoiBullet 原始逻辑中的部分初始化
|
||||
this.flag2 = false; // 重置RandFactor的标志
|
||||
this.flag3 = true; // 重置CanHitTarget的标志
|
||||
this.CalHit = false; // 重置命中计算结果
|
||||
}
|
||||
|
||||
protected void ReflectInit()
|
||||
{
|
||||
if (!def.projectile.soundAmbient.NullOrUndefined())
|
||||
{
|
||||
ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
|
||||
}
|
||||
comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this);
|
||||
}
|
||||
|
||||
public float GetHitChance(Thing thing)
|
||||
{
|
||||
if (this.HomingDef == null)
|
||||
{
|
||||
Log.ErrorOnce("HomingDef is null for projectile " + this.def.defName + ". Returning default hitChance.", this.thingIDNumber ^ 0x12345678);
|
||||
return 0.7f;
|
||||
}
|
||||
|
||||
float hitChance = HomingDef.hitChance;
|
||||
if (thing == null)
|
||||
{
|
||||
return hitChance;
|
||||
}
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
hitChance *= Mathf.Clamp(pawn.BodySize, 0.5f, 1.5f);
|
||||
if (pawn.GetPosture() != 0)
|
||||
{
|
||||
hitChance *= 0.5f;
|
||||
}
|
||||
float num = 1f;
|
||||
switch (equipmentQuality)
|
||||
{
|
||||
case QualityCategory.Awful:
|
||||
num = 0.5f;
|
||||
break;
|
||||
case QualityCategory.Poor:
|
||||
num = 0.75f;
|
||||
break;
|
||||
case QualityCategory.Normal:
|
||||
num = 1f;
|
||||
break;
|
||||
case QualityCategory.Excellent:
|
||||
num = 1.1f;
|
||||
break;
|
||||
case QualityCategory.Masterwork:
|
||||
num = 1.2f;
|
||||
break;
|
||||
case QualityCategory.Legendary:
|
||||
num = 1.3f;
|
||||
break;
|
||||
default:
|
||||
Log.Message("Unknown QualityCategory, returning default qualityFactor = 1");
|
||||
break;
|
||||
}
|
||||
hitChance *= num;
|
||||
}
|
||||
else
|
||||
{
|
||||
hitChance *= 1.5f * thing.def.fillPercent;
|
||||
}
|
||||
return Mathf.Clamp(hitChance, 0f, 1f);
|
||||
}
|
||||
|
||||
public virtual void MovementTick()
|
||||
{
|
||||
Vector3 vect = ExactPosition + curSpeed;
|
||||
ShootLine shootLine = new ShootLine(ExactPosition.ToIntVec3(), vect.ToIntVec3());
|
||||
Vector3 vector = (intendedTarget.Cell.ToVector3() - ExactPosition).Yto0();
|
||||
if (homing)
|
||||
{
|
||||
Vector3 vector2 = vector.normalized - curSpeed.normalized;
|
||||
if (vector2.sqrMagnitude >= 1.414f)
|
||||
{
|
||||
homing = false;
|
||||
lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
|
||||
ticksToImpact = lifetime;
|
||||
base.HitFlags &= ~ProjectileHitFlags.IntendedTarget;
|
||||
base.HitFlags |= ProjectileHitFlags.NonTargetPawns;
|
||||
base.HitFlags |= ProjectileHitFlags.NonTargetWorld;
|
||||
}
|
||||
else
|
||||
{
|
||||
curSpeed += vector2 * HomingDef.homingSpeed * curSpeed.magnitude;
|
||||
}
|
||||
}
|
||||
foreach (IntVec3 item in shootLine.Points())
|
||||
{
|
||||
if (!((intendedTarget.Cell - item).SqrMagnitude <= HomingDef.proximityFuseRange * HomingDef.proximityFuseRange))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
homing = false;
|
||||
lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
|
||||
if ((base.HitFlags & ProjectileHitFlags.IntendedTarget) == ProjectileHitFlags.IntendedTarget || HomingDef.proximityFuseRange > 0f)
|
||||
{
|
||||
lifetime = 0;
|
||||
ticksToImpact = 0;
|
||||
vect = item.ToVector3();
|
||||
if (Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && def.projectile.soundImpactAnticipate != null)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -124,14 +124,10 @@
|
||||
<Compile Include="NeedDefExtension_Energy.cs" />
|
||||
<Compile Include="Projectile_WulaPenetrating.cs" />
|
||||
<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="ExplosiveTrackingBulletDef.cs" />
|
||||
<Compile Include="Projectile_ExplosiveTrackingBullet.cs" />
|
||||
<Compile Include="ModExtension_Cone.cs" />
|
||||
<Compile Include="HomingProjectileDef.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="PsychicRitual_TechOffering.cs" />
|
||||
<Compile Include="PsychicRitualDef_AddHediff.cs" />
|
||||
@@ -170,11 +166,13 @@
|
||||
<Compile Include="WeaponSwitch.cs" />
|
||||
<Compile Include="Verb\CompMultiStrike.cs" />
|
||||
<Compile Include="Verb\Verb_MeleeAttack_MultiStrike.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- 自定义清理任务,删除obj文件夹中的临时文件 -->
|
||||
<Target Name="CleanDebugFiles" AfterTargets="Build">
|
||||
<RemoveDir Directories="$(ProjectDir)obj\Debug" />
|
||||
<RemoveDir Directories="$(ProjectDir)obj\Release" />
|
||||
</Target>
|
||||
<Compile Include="Projectile_ExplosiveWithTrail.cs" />
|
||||
<Compile Include="BulletWithTrail.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- 自定义清理任务,删除obj文件夹中的临时文件 -->
|
||||
<Target Name="CleanDebugFiles" AfterTargets="Build">
|
||||
<RemoveDir Directories="$(ProjectDir)obj\Debug" />
|
||||
<RemoveDir Directories="$(ProjectDir)obj\Release" />
|
||||
</Target>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user