整理一下
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21
Source/WulaFallenEmpire/Projectiles/TrackingBulletDef.cs
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21
Source/WulaFallenEmpire/Projectiles/TrackingBulletDef.cs
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using Verse;
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namespace WulaFallenEmpire
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{
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public class TrackingBulletDef : DefModExtension
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{
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public float homingSpeed = 0.1f; // 追踪速度,值越大追踪越灵敏
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public float initRotateAngle = 0f; // 初始旋转角度
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public float impactThreshold = 0.5f; // 强制命中阈值,子弹与目标距离小于此值时强制命中
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public FleckDef tailFleckDef; // 拖尾特效的FleckDef
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public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成间隔(tick)
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public int fleckDelayTicks = 10; // 拖尾特效延迟生成时间(tick)
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public IntRange fleckMakeFleckNum = new IntRange(1, 1); // 每次生成拖尾特效的数量
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public FloatRange fleckAngle = new FloatRange(-180f, 180f); // 拖尾特效的初始角度范围
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public FloatRange fleckScale = new FloatRange(1f, 1f); // 拖尾特效的缩放范围
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public FloatRange fleckSpeed = new FloatRange(0f, 0f); // 拖尾特效的初始速度范围
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public FloatRange fleckRotation = new FloatRange(-180f, 180f); // 拖尾特效的旋转速度范围
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public IntRange destroyTicksAfterLosingTrack = new IntRange(60, 120); // 失去追踪后多少tick自毁
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}
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}
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