整理一下
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class Projectile_ExplosiveTrackingBullet : Projectile_TrackingBullet
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{
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private ExplosiveTrackingBulletDef explosiveDefInt;
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private int ticksToDetonation;
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public ExplosiveTrackingBulletDef ExplosiveDef
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{
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get
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{
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if (explosiveDefInt == null)
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{
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explosiveDefInt = def.GetModExtension<ExplosiveTrackingBulletDef>();
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if (explosiveDefInt == null)
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{
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Log.ErrorOnce($"ExplosiveTrackingBulletDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345679);
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this.explosiveDefInt = new ExplosiveTrackingBulletDef();
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}
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}
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return explosiveDefInt;
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}
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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 this.ticksToDetonation, "ticksToDetonation", 0, false);
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}
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protected override void Tick()
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{
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base.Tick(); // Call base Projectile_TrackingBullet Tick logic
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bool flag = this.ticksToDetonation > 0;
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if (flag)
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{
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this.ticksToDetonation--;
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bool flag2 = this.ticksToDetonation <= 0;
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if (flag2)
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{
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this.Explode();
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}
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}
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}
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protected override void Impact(Thing hitThing, bool blockedByShield = false)
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{
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bool flag = blockedByShield || ExplosiveDef.explosionDelay == 0; // Use ExplosiveDef for explosionDelay
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if (flag)
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{
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this.Explode();
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}
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else
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{
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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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protected virtual void Explode()
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{
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Map map = base.Map;
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// ModExtension_Cone modExtension = this.def.GetModExtension<ModExtension_Cone>(); // Not used in this explosive logic
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this.DoExplosion(map); // Call the helper DoExplosion with map
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// Cone explosion logic (if needed, based on ModExtension_Cone) - Currently not implemented for this class
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// bool flag = modExtension != null;
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// if (flag)
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// {
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// ProjectileProperties projectile = this.def.projectile;
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// ModExtension_Cone modExtension_Cone = modExtension;
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// IntVec3 position = base.Position;
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// Map map2 = map;
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// Quaternion exactRotation = this.ExactRotation;
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// DamageDef damageDef = projectile.damageDef;
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// Thing launcher = base.Launcher;
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// int damageAmount = this.DamageAmount;
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// float armorPenetration = this.ArmorPenetration;
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// SoundDef soundExplode = this.def.projectile.soundExplode;
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// ThingDef equipmentDef = this.equipmentDef;
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// ThingDef def = this.def;
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// Thing thing = this.intendedTarget.Thing;
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// ThingDef postExplosionSpawnThingDef = null;
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// float postExplosionSpawnChance = 0f;
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// int postExplosionSpawnThingCount = 1;
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// float screenShakeFactor = this.def.projectile.screenShakeFactor;
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// 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);
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// }
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// Explosion effect (if needed, based on def.projectile.explosionEffect) - Currently not implemented for this class
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// bool flag2 = this.def.projectile.explosionEffect != null;
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// if (flag2)
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// {
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// Effecter effecter = this.def.projectile.explosionEffect.Spawn();
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// bool flag3 = this.def.projectile.explosionEffectLifetimeTicks != 0;
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// if (flag3)
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// {
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// map.effecterMaintainer.AddEffecterToMaintain(effecter, base.Position.ToVector3().ToIntVec3(), this.def.projectile.explosionEffectLifetimeTicks);
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// }
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// else
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// {
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// effecter.Trigger(new TargetInfo(base.Position, map, false), new TargetInfo(base.Position, map, false), -1);
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// effecter.Cleanup();
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// }
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// }
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this.Destroy(DestroyMode.Vanish);
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}
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protected void DoExplosion(Map map)
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{
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IntVec3 position = base.Position;
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float explosionRadius = ExplosiveDef.explosionRadius; // Use ExplosiveDef for explosionRadius
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DamageDef damageDef = ExplosiveDef.damageDef ?? DamageDefOf.Bomb; // Use ExplosiveDef for damageDef
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Thing launcher = this.launcher;
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int damageAmount = this.DamageAmount;
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float armorPenetration = this.ArmorPenetration;
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SoundDef soundExplode = ExplosiveDef.soundExplode; // Use ExplosiveDef for soundExplode
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ThingDef equipmentDef = this.equipmentDef;
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ThingDef def = this.def; // This is the projectile's ThingDef
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Thing thing = this.intendedTarget.Thing;
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ThingDef postExplosionSpawnThingDef = ExplosiveDef.postExplosionSpawnThingDef; // Use ExplosiveDef for postExplosionSpawnThingDef
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ThingDef postExplosionSpawnThingDefWater = ExplosiveDef.postExplosionSpawnThingDefWater; // Use ExplosiveDef for postExplosionSpawnThingDefWater
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float postExplosionSpawnChance = ExplosiveDef.postExplosionSpawnChance; // Use ExplosiveDef for postExplosionSpawnChance
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int postExplosionSpawnThingCount = ExplosiveDef.postExplosionSpawnThingCount; // Use ExplosiveDef for postExplosionSpawnThingCount
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GasType? postExplosionGasType = ExplosiveDef.gasType; // Use ExplosiveDef for gasType
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ThingDef preExplosionSpawnThingDef = ExplosiveDef.preExplosionSpawnThingDef; // Use ExplosiveDef for preExplosionSpawnThingDef
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float preExplosionSpawnChance = ExplosiveDef.preExplosionSpawnChance; // Use ExplosiveDef for preExplosionSpawnChance
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int preExplosionSpawnThingCount = ExplosiveDef.preExplosionSpawnThingCount; // Use ExplosiveDef for preExplosionSpawnThingCount
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bool applyDamageToExplosionCellsNeighbors = ExplosiveDef.applyDamageToExplosionCellsNeighbors; // Use ExplosiveDef for applyDamageToExplosionCellsNeighbors
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float explosionChanceToStartFire = ExplosiveDef.explosionChanceToStartFire; // Use ExplosiveDef for explosionChanceToStartFire
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bool explosionDamageFalloff = ExplosiveDef.explosionDamageFalloff; // Use ExplosiveDef for explosionDamageFalloff
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float? direction = new float?(this.origin.AngleToFlat(this.destination)); // This remains from original logic
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float screenShakeFactor = ExplosiveDef.screenShakeFactor; // Use ExplosiveDef for screenShakeFactor
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bool doExplosionVFX = ExplosiveDef.doExplosionVFX; // Use ExplosiveDef for doExplosionVFX
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GenExplosion.DoExplosion(
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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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instigator: launcher, // 制造者
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damAmount: damageAmount, // 伤害量
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armorPenetration: armorPenetration, // 护甲穿透
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explosionSound: soundExplode, // 爆炸音效
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weapon: equipmentDef, // 武器
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projectile: def, // 弹药定义
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intendedTarget: thing, // 预期目标
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postExplosionSpawnThingDef: postExplosionSpawnThingDef, // 爆炸后生成物
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postExplosionSpawnChance: postExplosionSpawnChance, // 爆炸后生成几率
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postExplosionSpawnThingCount: postExplosionSpawnThingCount, // 爆炸后生成数量
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postExplosionGasType: postExplosionGasType, // 气体类型
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postExplosionGasRadiusOverride: null, // 爆炸气体半径覆盖
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postExplosionGasAmount: 255, // 爆炸气体数量
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applyDamageToExplosionCellsNeighbors: applyDamageToExplosionCellsNeighbors, // 是否对爆炸单元格邻居造成伤害
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preExplosionSpawnThingDef: preExplosionSpawnThingDef, // 爆炸前生成物
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preExplosionSpawnChance: preExplosionSpawnChance, // 爆炸前生成几率
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preExplosionSpawnThingCount: preExplosionSpawnThingCount, // 爆炸前生成数量
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chanceToStartFire: explosionChanceToStartFire, // 是否有几率点燃
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damageFalloff: explosionDamageFalloff, // 爆炸伤害衰减
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direction: direction, // 方向
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ignoredThings: null, // 忽略的物体
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affectedAngle: null, // 受影响角度
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doVisualEffects: doExplosionVFX, // 是否显示视觉效果
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propagationSpeed: 1f, // 传播速度
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excludeRadius: 0f, // 排除半径
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doSoundEffects: true, // 是否播放音效
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postExplosionSpawnThingDefWater: postExplosionSpawnThingDefWater, // 爆炸后在水中生成物
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screenShakeFactor: screenShakeFactor, // 屏幕震动因子
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flammabilityChanceCurve: null, // 易燃性几率曲线
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overrideCells: null, // 覆盖单元格
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postExplosionSpawnSingleThingDef: null, // 爆炸后生成单个物体
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preExplosionSpawnSingleThingDef: null // 爆炸前生成单个物体
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);
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}
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}
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}
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