This commit is contained in:
2025-11-21 16:12:36 +08:00
parent 9c5293550a
commit d67d067c5a
5 changed files with 97 additions and 23 deletions

View File

@@ -271,9 +271,14 @@
<soundAmbient>MortarRound_Ambient</soundAmbient>
<stoppingPower>5</stoppingPower>
<flyOverhead>true</flyOverhead>
<arcHeightFactor>150</arcHeightFactor>
<arcHeightFactor>2</arcHeightFactor>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.NorthArcModExtension">
<northOffsetDistance>100</northOffsetDistance>
<curveSteepness>1.0</curveSteepness>
<useArcTrajectory>true</useArcTrajectory>
</li>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>3</fleckMakeFleckTickMax>

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@@ -0,0 +1,16 @@
using Verse;
namespace WulaFallenEmpire
{
public class NorthArcModExtension : DefModExtension
{
// 控制向北偏移的高度(格数),值越大弧度越高
public float northOffsetDistance = 10f;
// 控制曲线的形状,值越大曲线越陡峭
public float curveSteepness = 1f;
// 是否使用弧形轨迹默认为true如果为false则使用直线轨迹
public bool useArcTrajectory = true;
}
}

View File

@@ -8,9 +8,11 @@ namespace WulaFallenEmpire
public class Projectile_NorthArcTrail : Projectile_Explosive
{
// --- 弹道部分变量 ---
// 定义向北偏移的高度格数建议在XML中通过 <projectile> 参数无法直接传参时硬编码或扩展 ThingDef
// 这里为了方便,设定默认值为 10你可以根据需要修改
public float northOffsetDistance = 10f;
// 通过ModExtension配置的向北偏移高度
public float northOffsetDistance = 0f;
private Vector3 exactPositionInt; // 用于存储我们自己计算的位置
private float curveSteepness = 1f;
private Vector3 originPos;
private Vector3 destinationPos;
@@ -42,6 +44,9 @@ namespace WulaFallenEmpire
}
}
public override Vector3 ExactPosition => exactPositionInt; // 重写属性,让游戏获取我们计算的位置
public override Quaternion ExactRotation => Quaternion.LookRotation(GetCurrentDirection()); // 弹头朝向当前移动方向
public override void ExposeData()
{
base.ExposeData();
@@ -52,7 +57,9 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref ticksFlying, "ticksFlying", 0);
Scribe_Values.Look(ref totalTicks, "totalTicks", 0);
Scribe_Values.Look(ref initialized, "initialized", false);
Scribe_Values.Look(ref northOffsetDistance, "northOffsetDistance", 10f);
Scribe_Values.Look(ref northOffsetDistance, "northOffsetDistance", 0f);
Scribe_Values.Look(ref exactPositionInt, "exactPositionInt", Vector3.zero);
Scribe_Values.Look(ref curveSteepness, "curveSteepness", 1f);
// 保存尾迹数据
Scribe_Values.Look(ref Fleck_MakeFleckTick, "Fleck_MakeFleckTick", 0);
@@ -63,6 +70,19 @@ namespace WulaFallenEmpire
{
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
// 获取北向偏移配置
NorthArcModExtension arcExtension = def.GetModExtension<NorthArcModExtension>();
if (arcExtension != null)
{
northOffsetDistance = arcExtension.northOffsetDistance;
curveSteepness = arcExtension.curveSteepness;
}
else
{
// 如果没有配置,则使用默认值,或者从 projectile.arcHeightFactor 获取参考值
northOffsetDistance = def.projectile.arcHeightFactor * 3; // 将arcHeightFactor转换为北向偏移距离
}
// --- 初始化弹道 ---
originPos = origin;
destinationPos = usedTarget.CenterVector3;
@@ -86,6 +106,9 @@ namespace WulaFallenEmpire
bezierControlPoint = 2f * apexPoint - midPoint;
initialized = true;
// 初始化我们自己的位置
exactPositionInt = origin;
// --- 初始化尾迹 ---
lastTickPosition = origin;
@@ -93,8 +116,14 @@ namespace WulaFallenEmpire
protected override void Tick()
{
// 注意:这里不直接调用 base.Tick() 的物理位移部分,因为我们要自己控制位置
// 但我们需要 Projectile_Explosive 的倒计时逻辑,所以我们在方法末尾调用 TickInterval
// 首先调用base.Tick(),让它处理组件更新(比如拖尾特效)和ticksToImpact
base.Tick();
// 如果base.Tick()已经处理了撞击,我们就不再继续
if (this.Destroyed)
{
return;
}
if (!initialized)
{
@@ -104,7 +133,7 @@ namespace WulaFallenEmpire
ticksFlying++;
// 1. 计算当前帧的新位置 (贝塞尔曲线 + 高度)
// 1. 计算当前帧的新位置 (贝塞尔曲线)
float t = (float)ticksFlying / (float)totalTicks;
if (t > 1f) t = 1f;
@@ -115,10 +144,17 @@ namespace WulaFallenEmpire
float arcHeight = def.projectile.arcHeightFactor * GenMath.InverseParabola(t);
nextPos.y = arcHeight;
// 设置物体确切位置
this.Position = nextPos.ToIntVec3();
// 检查边界
if (!nextPos.ToIntVec3().InBounds(base.Map))
{
this.Destroy();
return;
}
// 2. 处理拖尾特效 (合并的代码)
// 更新我们自己的位置
exactPositionInt = nextPos;
// 2. 处理拖尾特效
// 只有当这一帧移动了,且配置了 DefModExtension 时才生成
if (TrackingDef != null && TrackingDef.tailFleckDef != null)
{
@@ -134,7 +170,7 @@ namespace WulaFallenEmpire
Map map = base.Map;
// 只有当在地图内时才生成
if (map != null)
if (map != null)
{
int count = TrackingDef.fleckMakeFleckNum.RandomInRange;
Vector3 currentPosition = this.ExactPosition;
@@ -162,25 +198,41 @@ namespace WulaFallenEmpire
}
}
// 3. 更新旋转角度 (Visual) 和 记录上一帧位置
if (lastTickPosition != nextPos)
{
if ((nextPos - lastTickPosition).MagnitudeHorizontalSquared() > 0.001f)
{
this.Rotation = Rot4.FromAngleFlat((nextPos - lastTickPosition).AngleFlat());
}
}
// 3. 更新上一帧位置
lastTickPosition = nextPos;
// 4. 判定到达目标或倒计时爆炸
if (ticksFlying >= totalTicks)
{
Impact(null);
Impact(null);
return;
}
}
// 计算当前位置的切线方向
private Vector3 GetCurrentDirection()
{
if (!initialized || totalTicks <= 0)
{
return destinationPos - originPos;
}
// 5. 处理 Projectile_Explosive 的内部倒计时 (如果 ticksToDetonation 被设置了)
base.TickInterval(1);
float t = (float)ticksFlying / (float)totalTicks;
if (t > 1f) t = 1f;
// 计算贝塞尔曲线的导数(切线向量)
// 对于二次贝塞尔曲线 B(t) = (1-t)²P₀ + 2(1-t)tP₁ + t²P₂
// 导数 B'(t) = 2(1-t)(P₁-P₀) + 2t(P₂-P₁)
float u = 1 - t;
Vector3 tangent = 2 * u * (bezierControlPoint - originPos) + 2 * t * (destinationPos - bezierControlPoint);
// 如果切线向量为零,则使用默认方向
if (tangent.MagnitudeHorizontalSquared() < 0.0001f)
{
return (destinationPos - originPos).normalized;
}
return tangent.normalized;
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)

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@@ -295,6 +295,7 @@
<Compile Include="Projectiles\Projectile_ExplosiveWithTrail.cs" />
<Compile Include="Projectiles\BulletWithTrail.cs" />
<Compile Include="Projectiles\Projectile_NorthArcTrail.cs" />
<Compile Include="Projectiles\NorthArcModExtension.cs" />
<Compile Include="HarmonyPatches\Patch_DropCellFinder_SkyfallerCanLandAt.cs" />
<Compile Include="HarmonyPatches\MechWeapon\FloatMenuProvider_Mech.cs" />
<Compile Include="HarmonyPatches\MechWeapon\Patch_MissingWeapon.cs" />