diff --git a/1.6/1.6/Assemblies/WulaFallenEmpire.dll b/1.6/1.6/Assemblies/WulaFallenEmpire.dll
index 2227b0e1..2b39e9c9 100644
Binary files a/1.6/1.6/Assemblies/WulaFallenEmpire.dll and b/1.6/1.6/Assemblies/WulaFallenEmpire.dll differ
diff --git a/1.6/1.6/Defs/ThingDefs_Buildings/WULA_Mortar_Turret_Buildings.xml b/1.6/1.6/Defs/ThingDefs_Buildings/WULA_Mortar_Turret_Buildings.xml
index a3e73b7b..62e5e6c5 100644
--- a/1.6/1.6/Defs/ThingDefs_Buildings/WULA_Mortar_Turret_Buildings.xml
+++ b/1.6/1.6/Defs/ThingDefs_Buildings/WULA_Mortar_Turret_Buildings.xml
@@ -271,9 +271,14 @@
MortarRound_Ambient
5
true
- 150
+ 2
+
+ 100
+ 1.0
+ true
+
WULA_GunTail_Lighting
3
diff --git a/Source/WulaFallenEmpire/Projectiles/NorthArcModExtension.cs b/Source/WulaFallenEmpire/Projectiles/NorthArcModExtension.cs
new file mode 100644
index 00000000..1a72a0eb
--- /dev/null
+++ b/Source/WulaFallenEmpire/Projectiles/NorthArcModExtension.cs
@@ -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;
+ }
+}
\ No newline at end of file
diff --git a/Source/WulaFallenEmpire/Projectiles/Projectile_NorthArcTrail.cs b/Source/WulaFallenEmpire/Projectiles/Projectile_NorthArcTrail.cs
index a240e066..9fc3e72d 100644
--- a/Source/WulaFallenEmpire/Projectiles/Projectile_NorthArcTrail.cs
+++ b/Source/WulaFallenEmpire/Projectiles/Projectile_NorthArcTrail.cs
@@ -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 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();
+ 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)
diff --git a/Source/WulaFallenEmpire/WulaFallenEmpire.csproj b/Source/WulaFallenEmpire/WulaFallenEmpire.csproj
index 506e7407..3e5ddb49 100644
--- a/Source/WulaFallenEmpire/WulaFallenEmpire.csproj
+++ b/Source/WulaFallenEmpire/WulaFallenEmpire.csproj
@@ -295,6 +295,7 @@
+