到底有多强
This commit is contained in:
@@ -0,0 +1,76 @@
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_SkyfallerPawnSpawner : CompProperties
|
||||
{
|
||||
public PawnKindDef pawnKind;
|
||||
public FactionDef faction;
|
||||
public bool spawnDrafted = false;
|
||||
public bool spawnHostile = false;
|
||||
|
||||
public CompProperties_SkyfallerPawnSpawner()
|
||||
{
|
||||
compClass = typeof(CompSkyfallerPawnSpawner);
|
||||
}
|
||||
}
|
||||
|
||||
public class CompSkyfallerPawnSpawner : ThingComp
|
||||
{
|
||||
public CompProperties_SkyfallerPawnSpawner Props => (CompProperties_SkyfallerPawnSpawner)props;
|
||||
|
||||
public void SpawnPawn(Map map, IntVec3 position)
|
||||
{
|
||||
if (Props.pawnKind == null)
|
||||
{
|
||||
Log.Error("CompSkyfallerPawnSpawner: pawnKind is null");
|
||||
return;
|
||||
}
|
||||
|
||||
// 创建 Pawn
|
||||
PawnGenerationRequest request = new PawnGenerationRequest(
|
||||
Props.pawnKind,
|
||||
faction: GetFaction(),
|
||||
context: PawnGenerationContext.NonPlayer,
|
||||
fixedBiologicalAge: 0,
|
||||
fixedChronologicalAge: 0
|
||||
);
|
||||
|
||||
Pawn pawn = PawnGenerator.GeneratePawn(request);
|
||||
|
||||
// 设置阵营关系
|
||||
if (Props.spawnHostile)
|
||||
{
|
||||
pawn.SetFaction(Faction.OfAncientsHostile);
|
||||
}
|
||||
|
||||
// 生成 Pawn
|
||||
GenSpawn.Spawn(pawn, position, map);
|
||||
|
||||
// 如果需要,设置为征召状态
|
||||
if (Props.spawnDrafted && pawn.drafter != null)
|
||||
{
|
||||
pawn.drafter.Drafted = true;
|
||||
}
|
||||
|
||||
// 发送生成消息
|
||||
Messages.Message("SkyfallerPawnLanded".Translate(pawn.LabelShortCap), pawn, MessageTypeDefOf.NeutralEvent);
|
||||
}
|
||||
|
||||
private Faction GetFaction()
|
||||
{
|
||||
if (Props.faction != null)
|
||||
{
|
||||
return FactionUtility.DefaultFactionFrom(Props.faction);
|
||||
}
|
||||
|
||||
if (Props.spawnHostile)
|
||||
{
|
||||
return Faction.OfAncientsHostile;
|
||||
}
|
||||
|
||||
return Faction.OfAncients;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Skyfaller_PawnSpawner : Skyfaller
|
||||
{
|
||||
private CompSkyfallerPawnSpawner pawnSpawnerComp;
|
||||
|
||||
public override void PostPostMake()
|
||||
{
|
||||
base.PostPostMake();
|
||||
pawnSpawnerComp = GetComp<CompSkyfallerPawnSpawner>();
|
||||
}
|
||||
|
||||
protected override void Impact()
|
||||
{
|
||||
// 在调用基类 Impact 之前保存位置信息
|
||||
IntVec3 impactPosition = base.Position;
|
||||
Map impactMap = base.Map;
|
||||
|
||||
// 调用基类 Impact 方法(这会处理爆炸、碎片等效果)
|
||||
base.Impact();
|
||||
|
||||
// 生成 Pawn
|
||||
if (pawnSpawnerComp != null && impactMap != null)
|
||||
{
|
||||
pawnSpawnerComp.SpawnPawn(impactMap, impactPosition);
|
||||
}
|
||||
}
|
||||
|
||||
// 可选:重写 SpawnThings 方法以防止生成原版的内容
|
||||
protected override void SpawnThings()
|
||||
{
|
||||
// 如果我们要生成 Pawn,可能不想生成原版的物品
|
||||
// 但保留原版逻辑以防有其他内容需要生成
|
||||
base.SpawnThings();
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
if (Scribe.mode == LoadSaveMode.LoadingVars)
|
||||
{
|
||||
pawnSpawnerComp = GetComp<CompSkyfallerPawnSpawner>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user