整理一下
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using Verse;
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using RimWorld;
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using System.Collections.Generic;
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namespace WulaFallenEmpire
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{
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/// <summary>
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/// 这个类用于定义可以在XML的 <projectile> 节点中配置的自定义属性。
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/// </summary>
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public class ProjectileProperties_ConfigurableHellsphereCannon : ProjectileProperties
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{
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// --- 修正部分:添加了 explosionChanceToStartFire ---
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// 使用 'new' 关键字来隐藏并替换基类的同名字段
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public new float explosionRadius = 4.9f;
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public new float explosionChanceToStartFire = 0f; // <--- 新增此行,使其可在XML中配置
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public new bool applyDamageToExplosionCellsNeighbors = false;
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public new ThingDef preExplosionSpawnThingDef = null;
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public new float preExplosionSpawnChance = 0f;
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public new int preExplosionSpawnThingCount = 1;
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public new ThingDef postExplosionSpawnThingDef = null;
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public new float postExplosionSpawnChance = 0f;
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public new int postExplosionSpawnThingCount = 1;
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public new GasType? postExplosionGasType = null;
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public new float screenShakeFactor = 1f;
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public new ThingDef postExplosionSpawnThingDefWater = null;
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public new ThingDef postExplosionSpawnSingleThingDef = null;
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public new ThingDef preExplosionSpawnSingleThingDef = null;
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// 这些是您添加的全新字段,不需要 'new' 关键字
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public SoundDef explosionSound = null;
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public bool damageFalloff = false;
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public bool doVisualEffects = true;
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public bool doSoundEffects = true;
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public float? postExplosionGasRadiusOverride = null;
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public int postExplosionGasAmount = 255;
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public float? direction = null;
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public FloatRange? affectedAngle = null;
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public float excludeRadius = 0f;
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public SimpleCurve flammabilityChanceCurve = null;
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}
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/// <summary>
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/// 这是投射物的核心逻辑类,由XML中的 <thingClass> 指定。
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/// </summary>
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public class Projectile_ConfigurableHellsphereCannon : Projectile
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{
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public ProjectileProperties_ConfigurableHellsphereCannon Props => (ProjectileProperties_ConfigurableHellsphereCannon)def.projectile;
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protected override void Impact(Thing hitThing, bool blockedByShield = false)
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{
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Map map = base.Map;
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base.Impact(hitThing, blockedByShield);
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GenExplosion.DoExplosion(
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center: base.Position,
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map: map,
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radius: Props.explosionRadius,
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damType: base.DamageDef,
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instigator: launcher,
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damAmount: DamageAmount,
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armorPenetration: ArmorPenetration,
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explosionSound: Props.explosionSound,
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weapon: equipmentDef,
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projectile: def,
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intendedTarget: intendedTarget.Thing,
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postExplosionSpawnThingDef: Props.postExplosionSpawnThingDef,
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postExplosionSpawnChance: Props.postExplosionSpawnChance,
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postExplosionSpawnThingCount: Props.postExplosionSpawnThingCount,
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postExplosionGasType: Props.postExplosionGasType,
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postExplosionGasRadiusOverride: Props.postExplosionGasRadiusOverride,
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postExplosionGasAmount: Props.postExplosionGasAmount,
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applyDamageToExplosionCellsNeighbors: Props.applyDamageToExplosionCellsNeighbors,
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preExplosionSpawnThingDef: Props.preExplosionSpawnThingDef,
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preExplosionSpawnChance: Props.preExplosionSpawnChance,
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preExplosionSpawnThingCount: Props.preExplosionSpawnThingCount,
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// --- 修正部分:使用了正确的字段 ---
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chanceToStartFire: Props.explosionChanceToStartFire, // <--- 修正了此行
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damageFalloff: Props.damageFalloff,
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direction: Props.direction,
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affectedAngle: Props.affectedAngle,
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doVisualEffects: Props.doVisualEffects,
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propagationSpeed: base.DamageDef.expolosionPropagationSpeed,
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excludeRadius: Props.excludeRadius,
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doSoundEffects: Props.doSoundEffects,
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postExplosionSpawnThingDefWater: Props.postExplosionSpawnThingDefWater,
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screenShakeFactor: Props.screenShakeFactor,
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flammabilityChanceCurve: Props.flammabilityChanceCurve,
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postExplosionSpawnSingleThingDef: Props.postExplosionSpawnSingleThingDef,
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preExplosionSpawnSingleThingDef: Props.preExplosionSpawnSingleThingDef
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);
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}
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}
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}
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