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This commit is contained in:
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@@ -419,6 +419,69 @@
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<drawSize>15</drawSize>
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</graphicData>
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</FleckDef>
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<DamageDef ParentName="Bomb">
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<defName>WULA_Combat_Excavator_Shoke_Damage</defName>
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<label>高能震波</label>
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<!-- <workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass> -->
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<workerClass>WulaFallenEmpire.DamageWorker_ExplosionWithTerrain</workerClass>
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<defaultDamage>10</defaultDamage>
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<defaultStoppingPower>10</defaultStoppingPower>
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<defaultArmorPenetration>2</defaultArmorPenetration>
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<!-- <explosionCellFleck>BlastEMP</explosionCellFleck>
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<explosionColorEdge>(0.8, 0.8, 0.8, 0.8)</explosionColorEdge> -->
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<explosionCenterEffecter>WULA_Disturber_Turret_Bomb_Shockwave</explosionCenterEffecter>
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<modExtensions>
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<li Class="WulaFallenEmpire.DamageDefExtension_TerrainCover">
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<terrainToSpawn>LavaShallow</terrainToSpawn>
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</li>
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<!-- <li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
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<extraLabel>穿透伤害</extraLabel>
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<showExtraLog>true</showExtraLog>
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<extraDamages>
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<li>
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<damageDef>EMP</damageDef>
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<amount>60</amount>
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<isPercentage>false</isPercentage>
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<armorPenetration>2</armorPenetration>
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</li>
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</extraDamages>
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</li> -->
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</modExtensions>
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</DamageDef>
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<DamageDef ParentName="Bomb">
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<defName>WULA_Combat_Excavator_Shoke_S_Damage</defName>
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<label>高能震波</label>
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<!-- <workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass> -->
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<workerClass>WulaFallenEmpire.DamageWorker_ExplosionWithTerrain</workerClass>
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<defaultDamage>10</defaultDamage>
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<defaultStoppingPower>10</defaultStoppingPower>
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<defaultArmorPenetration>2</defaultArmorPenetration>
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<!-- <explosionCellFleck>BlastEMP</explosionCellFleck>
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<explosionColorEdge>(0.8, 0.8, 0.8, 0.8)</explosionColorEdge> -->
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<explosionCenterEffecter>WULA_Disturber_Turret_Bomb_Shockwave</explosionCenterEffecter>
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<modExtensions>
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<li Class="WulaFallenEmpire.DamageDefExtension_TerrainCover">
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<terrainToSpawn>CooledLava</terrainToSpawn>
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</li>
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<!-- <li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
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<extraLabel>穿透伤害</extraLabel>
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<showExtraLog>true</showExtraLog>
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<extraDamages>
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<li>
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<damageDef>EMP</damageDef>
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<amount>60</amount>
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<isPercentage>false</isPercentage>
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<armorPenetration>2</armorPenetration>
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</li>
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</extraDamages>
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</li> -->
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</modExtensions>
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</DamageDef>
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<DamageDef ParentName="Bomb">
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<defName>WULA_DarkMatterBomb</defName>
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@@ -1068,4 +1068,138 @@
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</li>
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</comps>
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</ThingDef>
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<!-- 钻机 -->
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_Combat_Excavator</defName>
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<label>战斗挖掘机</label>
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<description>乌拉帝国用于发起游击战的隧道挖掘机,在指定地点部署后,钻机将通过高速旋转的刀片引发若干次地震冲击波,随后将单位一股脑放出。</description>
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<thingClass>WulaFallenEmpire.Building_ExtraGraphics</thingClass>
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<preventDroppingThingsOn>true</preventDroppingThingsOn>
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<altitudeLayer>Building</altitudeLayer>
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<pathCost>50</pathCost>
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<blockWind>true</blockWind>
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<passability>PassThroughOnly</passability>
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<fillPercent>1</fillPercent>
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<size>(1,1)</size>
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<drawHighlight>true</drawHighlight>
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<tradeability>None</tradeability>
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<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
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<uiIconPath>Wula/Building/Flag/WULA_Flag_Building_A</uiIconPath>
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<designationCategory>WULA_Buildings</designationCategory>
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<rotatable>false</rotatable>
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<graphicData>
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<texPath>Wula/Building/Flag/WULA_Flag_Building_Mount</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(1,1)</drawSize>
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</graphicData>
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<costList>
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<WULA_Alloy>4</WULA_Alloy>
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</costList>
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<statBases>
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<MaxHitPoints>99999</MaxHitPoints>
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<Flammability>0</Flammability>
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<WorkToBuild>1000</WorkToBuild>
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<Mass>5</Mass>
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</statBases>
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<tickerType>Normal</tickerType>
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<canOverlapZones>true</canOverlapZones>
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<hasInteractionCell>false</hasInteractionCell>
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<defaultPlacingRot>North</defaultPlacingRot>
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<selectable>true</selectable>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
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<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
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<drawerType>RealtimeOnly</drawerType>
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<repairEffect>ConstructMetal</repairEffect>
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<forceDebugSpawnable>true</forceDebugSpawnable>
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<!-- <designationCategory>WULA_Buildings</designationCategory> -->
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<building>
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<expandHomeArea>false</expandHomeArea>
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<destroySound>BuildingDestroyed_Metal_Big</destroySound>
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<paintable>true</paintable>
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<isInert>true</isInert>
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</building>
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<modExtensions>
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<li Class="WulaFallenEmpire.ExtraGraphicsExtension">
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<globalAnimationSpeed>0</globalAnimationSpeed>
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<globalAnimationIntensity>0</globalAnimationIntensity>
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<graphicLayers>
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<li>
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<texturePath>Wula/Building/Flag/WULA_Flag_Building_A</texturePath>
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<shaderName>MoteGlow</shaderName>
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<scale>(1,1)</scale>
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<drawOrder>0</drawOrder>
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<offset>(0,1,2)</offset>
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<animationType>RotateY</animationType>
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<animationSpeed>360</animationSpeed> <!-- 比全局慢 -->
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<animationIntensity>360</animationIntensity> <!-- 比全局弱 -->
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<animationPhase>0</animationPhase>
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</li>
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<li>
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<texturePath>Wula/Building/Flag/WULA_Flag_Building_Mount</texturePath>
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<shaderName>Transparent</shaderName>
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<scale>(1,1)</scale>
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<drawOrder>1</drawOrder>
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<offset>(0,1,0)</offset>
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<animationSpeed>0</animationSpeed> <!-- 比全局慢 -->
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<animationIntensity>0</animationIntensity> <!-- 比全局弱 -->
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<animationPhase>0</animationPhase>
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</li>
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</graphicLayers>
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</li>
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</modExtensions>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
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<factionDef>Wula_Progressive_Faction</factionDef>
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<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
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<overrideExistingFaction>false</overrideExistingFaction>
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</li>
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<li Class="CompProperties_Glower">
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<glowRadius>3</glowRadius>
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<glowColor>(120,240,252,0)</glowColor>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_PhaseCombatTower">
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<warmupTicks>240</warmupTicks> <!-- 3秒启动期 -->
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<explosionCooldownTicks>180</explosionCooldownTicks> <!-- 爆炸间隔1秒 -->
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<explosions>
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<li>
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<damageDef>WULA_Combat_Excavator_Shoke_S_Damage</damageDef>
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<radius>6</radius>
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<armorPenetration>2</armorPenetration>
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<damageAmount>5</damageAmount>
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</li>
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<li>
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<damageDef>WULA_Combat_Excavator_Shoke_S_Damage</damageDef>
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<radius>9</radius>
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<armorPenetration>2</armorPenetration>
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<damageAmount>5</damageAmount>
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</li>
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<li>
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<damageDef>WULA_Combat_Excavator_Shoke_Damage</damageDef>
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<radius>9</radius>
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<armorPenetration>2</armorPenetration>
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<damageAmount>5</damageAmount>
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</li>
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<li>
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<damageDef>Smoke</damageDef>
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<radius>12</radius>
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<postExplosionGasType>BlindSmoke</postExplosionGasType>
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<armorPenetration>2</armorPenetration>
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<damageAmount>0</damageAmount>
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</li>
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</explosions>
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<pawnKindDefs>
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<li>Mech_WULA_Cat_Constructor</li>
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<li>Mech_WULA_Cat_Assault</li>
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</pawnKindDefs>
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<spawnCount>3</spawnCount> <!-- 生成3个Pawn -->
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<spawnIntervalTicks>180</spawnIntervalTicks> <!-- 每3秒生成一个 -->
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</li>
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</comps>
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</ThingDef>
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</Defs>
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@@ -1663,6 +1663,7 @@
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<enabled>false</enabled>
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</damageData>
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</graphicData>
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<terrainAffordanceNeeded Inherit="False" IsNull="True"/>
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<altitudeLayer>Building</altitudeLayer>
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<passability>Standable</passability>
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<castEdgeShadows>false</castEdgeShadows>
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@@ -1862,6 +1863,7 @@
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<selectable>false</selectable>
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<useHitPoints>false</useHitPoints>
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<size>(1,1)</size>
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<terrainAffordanceNeeded Inherit="False" IsNull="True"/>
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<graphicData>
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<texPath>Wula/Building/WULA_Surveillance_Building</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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@@ -2097,6 +2099,7 @@
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<pathCost>0</pathCost>
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<hasInteractionCell>false</hasInteractionCell>
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<rotatable>false</rotatable>
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<terrainAffordanceNeeded Inherit="False" IsNull="True"/>
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<statBases>
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<WorkToBuild>1</WorkToBuild>
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<Mass>0</Mass>
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@@ -153,7 +153,7 @@ namespace WulaFallenEmpire
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}
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}
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// 绘制单个图形层 - 现在支持旋转动画
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// 绘制单个图形层 - 现在支持三种旋转动画
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private void DrawGraphicLayer(Vector3 baseDrawPos, bool flip, GraphicLayerData layer)
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{
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if (string.IsNullOrEmpty(layer.texturePath))
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@@ -183,7 +183,9 @@ namespace WulaFallenEmpire
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}
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break;
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case AnimationType.Rotate:
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case AnimationType.RotateZ:
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case AnimationType.RotateY:
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case AnimationType.RotateX:
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if (layer.enableAnimation && layerRotationAngles.ContainsKey(layerIndex))
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{
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rotationAngle = layerRotationAngles[layerIndex];
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@@ -194,9 +196,13 @@ namespace WulaFallenEmpire
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// 最终绘制位置 = 基础位置 + 图层偏移 + 动画偏移
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Vector3 drawPos = baseDrawPos + layer.offset + animationOffset;
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// 如果启用了旋转动画,使用矩阵变换绘制
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if (layer.animationType == AnimationType.Rotate && layer.enableAnimation && rotationAngle != 0f)
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// 如果启用了旋转动画,使用特殊方法绘制
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if ((layer.animationType == AnimationType.RotateZ ||
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layer.animationType == AnimationType.RotateY ||
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layer.animationType == AnimationType.RotateX) &&
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layer.enableAnimation)
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{
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// 使用自定义旋转绘制方法
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DrawWithRotation(graphic, drawPos, flip, rotationAngle, layer);
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}
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else
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@@ -206,7 +212,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
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// 使用矩阵变换绘制旋转图形
|
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// 使用矩阵变换绘制旋转图形 - 支持三种旋转轴
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private void DrawWithRotation(Graphic graphic, Vector3 drawPos, bool flip, float rotationAngle, GraphicLayerData layer)
|
||||
{
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try
|
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@@ -221,26 +227,48 @@ namespace WulaFallenEmpire
|
||||
return;
|
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}
|
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|
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// 创建旋转矩阵
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Quaternion rotation = Quaternion.Euler(0f, 0f, rotationAngle);
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// 根据旋转类型创建不同的旋转矩阵
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Quaternion rotation = Quaternion.identity;
|
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|
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switch (layer.animationType)
|
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{
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case AnimationType.RotateZ:
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// 绕Z轴旋转(2D平面旋转)
|
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rotation = Quaternion.Euler(0f, 0f, rotationAngle);
|
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break;
|
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|
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case AnimationType.RotateY:
|
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// 绕Y轴旋转(3D旋转,类似旋转门)
|
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rotation = Quaternion.Euler(0f, rotationAngle, 0f);
|
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break;
|
||||
|
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case AnimationType.RotateX:
|
||||
// 绕X轴旋转(3D旋转,类似翻跟斗)
|
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rotation = Quaternion.Euler(rotationAngle, 0f, 0f);
|
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break;
|
||||
}
|
||||
|
||||
// 如果图层有旋转中心偏移,需要调整位置
|
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Vector3 pivotOffset = new Vector3(layer.pivotOffset.x, layer.pivotOffset.y, 0f);
|
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Vector3 pivotOffset = new Vector3(layer.pivotOffset.x, 0, layer.pivotOffset.y);
|
||||
|
||||
// 计算最终矩阵
|
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// 最终绘制位置 = 基础位置 + 图层偏移 + 旋转中心偏移
|
||||
Vector3 finalDrawPos = drawPos + pivotOffset;
|
||||
|
||||
// 创建变换矩阵
|
||||
// 注意:Graphic已经应用了缩放,所以这里使用Vector3.one
|
||||
Matrix4x4 matrix = Matrix4x4.TRS(
|
||||
drawPos + pivotOffset, // 位置
|
||||
rotation, // 旋转
|
||||
new Vector3(layer.scale.x, layer.scale.y, 1f) // 缩放
|
||||
finalDrawPos, // 位置
|
||||
rotation, // 旋转
|
||||
Vector3.one // 缩放(已由Graphic处理)
|
||||
);
|
||||
|
||||
// 绘制网格
|
||||
Graphics.DrawMesh(mesh, matrix, mat, 0);
|
||||
// 使用RimWorld的绘制方法
|
||||
GenDraw.DrawMeshNowOrLater(mesh, matrix, mat, false);
|
||||
|
||||
// 如果需要,绘制第二面(双面渲染)
|
||||
// 如果需要双面渲染,再绘制一次
|
||||
if (layer.doubleSided)
|
||||
{
|
||||
Graphics.DrawMesh(mesh, matrix, mat, 0, null, 0, null, UnityEngine.Rendering.ShadowCastingMode.Off, true);
|
||||
GenDraw.DrawMeshNowOrLater(mesh, matrix, mat, false);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -268,6 +296,13 @@ namespace WulaFallenEmpire
|
||||
if (!layerAnimationTimes.ContainsKey(i))
|
||||
{
|
||||
layerAnimationTimes[i] = layer.animationStartTime;
|
||||
// 为旋转动画初始化旋转角度
|
||||
if (layer.animationType == AnimationType.RotateZ ||
|
||||
layer.animationType == AnimationType.RotateY ||
|
||||
layer.animationType == AnimationType.RotateX)
|
||||
{
|
||||
layerRotationAngles[i] = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
// 更新动画时间
|
||||
@@ -285,22 +320,35 @@ namespace WulaFallenEmpire
|
||||
layerHoverOffsets[i] = hoverOffset;
|
||||
break;
|
||||
|
||||
case AnimationType.Rotate:
|
||||
case AnimationType.RotateZ:
|
||||
case AnimationType.RotateY:
|
||||
case AnimationType.RotateX:
|
||||
// 计算该图层的旋转角度
|
||||
float rotateSpeed = layer.animationSpeed > 0 ? layer.animationSpeed : ModExtension.globalAnimationSpeed;
|
||||
float maxAngle = layer.animationIntensity > 0 ? layer.animationIntensity : ModExtension.globalAnimationIntensity;
|
||||
|
||||
// 旋转角度(循环)
|
||||
float rotationAngle = (layerAnimationTimes[i] * rotateSpeed * 360f) % 360f;
|
||||
// 旋转角度计算:动画时间 × 旋转速度(度/秒)
|
||||
float rotationAngle = layerAnimationTimes[i] * rotateSpeed;
|
||||
|
||||
// 限制旋转角度范围(如果设置了最大角度)
|
||||
if (maxAngle > 0 && maxAngle < 360f)
|
||||
// 如果设置了动画强度且小于360,则限制旋转范围
|
||||
if (layer.animationIntensity > 0 && layer.animationIntensity < 360f)
|
||||
{
|
||||
// 使用正弦波限制旋转角度范围
|
||||
rotationAngle = Mathf.Sin(layerAnimationTimes[i] * rotateSpeed) * maxAngle;
|
||||
// 使用正弦波创建来回旋转效果
|
||||
rotationAngle = Mathf.Sin(layerAnimationTimes[i] * rotateSpeed * Mathf.Deg2Rad) * layer.animationIntensity;
|
||||
}
|
||||
else if (layer.animationIntensity >= 360f)
|
||||
{
|
||||
// 完整旋转:取模确保在0-360度之间
|
||||
rotationAngle %= 360f;
|
||||
}
|
||||
|
||||
layerRotationAngles[i] = rotationAngle;
|
||||
|
||||
// 调试输出
|
||||
if (DebugSettings.godMode && i == 0 && Find.TickManager.TicksGame % 60 == 0)
|
||||
{
|
||||
// 只在开发模式下,每60帧输出一次第一条图层的旋转信息
|
||||
Log.Message($"{layer.animationType} 图层 {i}: 角度={rotationAngle:F1}°, 时间={layerAnimationTimes[i]:F2}s, 速度={rotateSpeed}°/s");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -315,14 +363,32 @@ namespace WulaFallenEmpire
|
||||
base.ExposeData();
|
||||
// 保存自定义状态(如果需要)
|
||||
}
|
||||
|
||||
// 调试方法:手动触发旋转测试
|
||||
public void TestRotation()
|
||||
{
|
||||
for (int i = 0; i < ModExtension.graphicLayers.Count; i++)
|
||||
{
|
||||
var layer = ModExtension.graphicLayers[i];
|
||||
if (layer.animationType == AnimationType.RotateZ ||
|
||||
layer.animationType == AnimationType.RotateY ||
|
||||
layer.animationType == AnimationType.RotateX)
|
||||
{
|
||||
layerRotationAngles[i] = 45f; // 设置为45度测试
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 动画类型枚举
|
||||
// 动画类型枚举 - 现在有五种动画类型
|
||||
public enum AnimationType
|
||||
{
|
||||
None, // 无动画
|
||||
Hover, // 上下浮动
|
||||
Rotate // 自旋转
|
||||
RotateZ, // 绕Z轴旋转(2D平面旋转)- 原来的Rotate
|
||||
RotateY, // 绕Y轴旋转(3D旋转,类似旋转门)- 新增
|
||||
RotateX // 绕X轴旋转(3D旋转,类似翻跟斗)- 新增
|
||||
}
|
||||
|
||||
// 主要的 ModExtension 定义
|
||||
@@ -404,5 +470,19 @@ namespace WulaFallenEmpire
|
||||
get => animationPhase;
|
||||
set => animationPhase = value;
|
||||
}
|
||||
|
||||
// 向后兼容:Rotate应该映射到RotateZ
|
||||
[Obsolete("Use animationType instead")]
|
||||
public AnimationType animationTypeCompat
|
||||
{
|
||||
get => animationType;
|
||||
set
|
||||
{
|
||||
animationType = value;
|
||||
// 如果旧值是Rotate,映射到RotateZ
|
||||
if (animationType == AnimationType.RotateZ)
|
||||
animationType = AnimationType.RotateZ;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,361 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using Verse.Sound;
|
||||
using System.Linq;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompPhaseCombatTower : ThingComp
|
||||
{
|
||||
// 组件状态枚举
|
||||
public enum TowerState
|
||||
{
|
||||
Idle, // 空闲(未激活)
|
||||
Warmup, // 启动期
|
||||
Exploding, // 爆炸阶段
|
||||
SpawningPawns, // 生成Pawn阶段
|
||||
Finished // 完成
|
||||
}
|
||||
|
||||
private CompProperties_PhaseCombatTower Props => (CompProperties_PhaseCombatTower)props;
|
||||
|
||||
// 状态变量
|
||||
private TowerState currentState = TowerState.Idle;
|
||||
private int ticksInCurrentState = 0;
|
||||
private int currentExplosionIndex = 0;
|
||||
private int pawnsSpawned = 0;
|
||||
private int nextSpawnTick = 0;
|
||||
|
||||
// 缓存
|
||||
private List<PawnKindDef> cachedPawnKindDefs = null;
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
if (!respawningAfterLoad)
|
||||
{
|
||||
// 初次生成时开始启动期
|
||||
StartWarmup();
|
||||
}
|
||||
}
|
||||
|
||||
// 开始启动期
|
||||
private void StartWarmup()
|
||||
{
|
||||
currentState = TowerState.Warmup;
|
||||
ticksInCurrentState = 0;
|
||||
currentExplosionIndex = 0;
|
||||
pawnsSpawned = 0;
|
||||
}
|
||||
|
||||
// 开始爆炸阶段
|
||||
private void StartExplosionPhase()
|
||||
{
|
||||
currentState = TowerState.Exploding;
|
||||
ticksInCurrentState = 0;
|
||||
currentExplosionIndex = 0;
|
||||
|
||||
if (Props.explosions.Count == 0)
|
||||
{
|
||||
StartSpawningPhase();
|
||||
}
|
||||
}
|
||||
|
||||
// 开始生成Pawn阶段
|
||||
private void StartSpawningPhase()
|
||||
{
|
||||
currentState = TowerState.SpawningPawns;
|
||||
ticksInCurrentState = 0;
|
||||
pawnsSpawned = 0;
|
||||
|
||||
// 初始化Pawn种类缓存
|
||||
if (cachedPawnKindDefs == null)
|
||||
{
|
||||
cachedPawnKindDefs = new List<PawnKindDef>();
|
||||
foreach (string pawnKindName in Props.pawnKindDefs)
|
||||
{
|
||||
PawnKindDef pawnKindDef = DefDatabase<PawnKindDef>.GetNamedSilentFail(pawnKindName);
|
||||
if (pawnKindDef != null)
|
||||
{
|
||||
cachedPawnKindDefs.Add(pawnKindDef);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"PhaseCombatTower: 找不到PawnKindDef '{pawnKindName}'");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (cachedPawnKindDefs.Count > 0 && Props.spawnCount > 0)
|
||||
{
|
||||
nextSpawnTick = Find.TickManager.TicksGame + Props.spawnIntervalTicks;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentState = TowerState.Finished;
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
if (parent.Map == null || parent.Destroyed)
|
||||
return;
|
||||
|
||||
switch (currentState)
|
||||
{
|
||||
case TowerState.Warmup:
|
||||
TickWarmup();
|
||||
break;
|
||||
case TowerState.Exploding:
|
||||
TickExploding();
|
||||
break;
|
||||
case TowerState.SpawningPawns:
|
||||
TickSpawningPawns();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void TickWarmup()
|
||||
{
|
||||
ticksInCurrentState++;
|
||||
|
||||
// 启动期结束
|
||||
if (ticksInCurrentState >= Props.warmupTicks)
|
||||
{
|
||||
StartExplosionPhase();
|
||||
}
|
||||
}
|
||||
|
||||
private void TickExploding()
|
||||
{
|
||||
ticksInCurrentState++;
|
||||
|
||||
// 检查是否需要执行下一次爆炸
|
||||
if (currentExplosionIndex < Props.explosions.Count)
|
||||
{
|
||||
// 第一次爆炸或冷却期已过
|
||||
if (currentExplosionIndex == 0 ||
|
||||
ticksInCurrentState >= Props.explosionCooldownTicks * currentExplosionIndex)
|
||||
{
|
||||
ExecuteExplosion(currentExplosionIndex);
|
||||
currentExplosionIndex++;
|
||||
|
||||
// 如果这是最后一次爆炸,开始生成Pawn阶段
|
||||
if (currentExplosionIndex >= Props.explosions.Count)
|
||||
{
|
||||
StartSpawningPhase();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TickSpawningPawns()
|
||||
{
|
||||
if (Find.TickManager.TicksGame >= nextSpawnTick && pawnsSpawned < Props.spawnCount)
|
||||
{
|
||||
SpawnPawn();
|
||||
pawnsSpawned++;
|
||||
|
||||
if (pawnsSpawned >= Props.spawnCount)
|
||||
{
|
||||
currentState = TowerState.Finished;
|
||||
}
|
||||
else
|
||||
{
|
||||
nextSpawnTick = Find.TickManager.TicksGame + Props.spawnIntervalTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 执行爆炸 - 使用标准爆炸方法,支持气体释放
|
||||
private void ExecuteExplosion(int explosionIndex)
|
||||
{
|
||||
if (explosionIndex < 0 || explosionIndex >= Props.explosions.Count)
|
||||
return;
|
||||
|
||||
var explosionData = Props.explosions[explosionIndex];
|
||||
|
||||
// 使用RimWorld标准爆炸方法
|
||||
if (parent.Map != null)
|
||||
{
|
||||
// 调用GenExplosion.DoExplosion方法,包含气体参数
|
||||
GenExplosion.DoExplosion(
|
||||
center: parent.Position, // 爆炸中心
|
||||
map: parent.Map, // 地图
|
||||
radius: explosionData.radius, // 爆炸半径
|
||||
damType: explosionData.damageDef ?? DamageDefOf.Bomb, // 伤害类型
|
||||
instigator: parent, // 爆炸者
|
||||
damAmount: explosionData.damageAmount, // 伤害值
|
||||
armorPenetration: explosionData.armorPenetration, // 穿甲系数
|
||||
explosionSound: explosionData.explosionSound, // 爆炸声音
|
||||
weapon: null, // 武器(可选)
|
||||
projectile: null, // 抛射物(可选)
|
||||
intendedTarget: null, // 预定目标(可选)
|
||||
|
||||
// 爆炸前生成物
|
||||
preExplosionSpawnThingDef: explosionData.preExplosionSpawnThingDef,
|
||||
preExplosionSpawnChance: explosionData.preExplosionSpawnChance,
|
||||
preExplosionSpawnThingCount: explosionData.preExplosionSpawnThingCount,
|
||||
|
||||
// 爆炸后生成物
|
||||
postExplosionSpawnThingDef: explosionData.postExplosionSpawnThingDef,
|
||||
postExplosionSpawnChance: explosionData.postExplosionSpawnChance,
|
||||
postExplosionSpawnThingCount: explosionData.postExplosionSpawnThingCount,
|
||||
|
||||
// 气体释放参数
|
||||
postExplosionGasType: explosionData.postExplosionGasType, // 气体类型
|
||||
postExplosionGasRadiusOverride: explosionData.postExplosionGasRadiusOverride, // 气体半径
|
||||
postExplosionGasAmount: explosionData.postExplosionGasAmount, // 气体数量
|
||||
|
||||
// 其他参数
|
||||
applyDamageToExplosionCellsNeighbors: explosionData.applyDamageToExplosionCellsNeighbors,
|
||||
chanceToStartFire: explosionData.chanceToStartFire,
|
||||
damageFalloff: explosionData.damageFalloff,
|
||||
direction: explosionData.direction,
|
||||
ignoredThings: null,
|
||||
affectedAngle: explosionData.affectedAngle,
|
||||
doVisualEffects: true, // 总是显示视觉效果
|
||||
propagationSpeed: explosionData.propagationSpeed,
|
||||
excludeRadius: explosionData.excludeRadius,
|
||||
doSoundEffects: explosionData.explosionSound != null,
|
||||
screenShakeFactor: explosionData.screenShakeFactor
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 生成Pawn
|
||||
private void SpawnPawn()
|
||||
{
|
||||
if (cachedPawnKindDefs == null || cachedPawnKindDefs.Count == 0)
|
||||
return;
|
||||
|
||||
// 随机选择Pawn种类
|
||||
PawnKindDef pawnKindDef = cachedPawnKindDefs.RandomElement();
|
||||
|
||||
// 寻找合适的生成位置
|
||||
IntVec3 spawnPosition = FindSpawnPosition();
|
||||
if (!spawnPosition.IsValid)
|
||||
return;
|
||||
|
||||
// 生成Pawn
|
||||
PawnGenerationRequest request = new PawnGenerationRequest(
|
||||
pawnKindDef,
|
||||
faction: parent.Faction,
|
||||
forceGenerateNewPawn: true,
|
||||
canGeneratePawnRelations: false,
|
||||
fixedBiologicalAge: 0,
|
||||
fixedChronologicalAge: 0
|
||||
);
|
||||
|
||||
Pawn pawn = PawnGenerator.GeneratePawn(request);
|
||||
|
||||
// 生成Pawn到地图
|
||||
GenSpawn.Spawn(pawn, spawnPosition, parent.Map);
|
||||
|
||||
// 添加生成效果
|
||||
FleckMaker.ThrowDustPuff(spawnPosition, parent.Map, 2f);
|
||||
}
|
||||
|
||||
// 寻找生成位置
|
||||
private IntVec3 FindSpawnPosition()
|
||||
{
|
||||
Map map = parent.Map;
|
||||
|
||||
// 尝试在建筑周围寻找合适的空单元格
|
||||
for (int radius = 1; radius <= 5; radius++)
|
||||
{
|
||||
CellRect rect = CellRect.CenteredOn(parent.Position, radius);
|
||||
List<IntVec3> validCells = new List<IntVec3>();
|
||||
|
||||
foreach (IntVec3 cell in rect)
|
||||
{
|
||||
if (cell.InBounds(map) &&
|
||||
cell.Walkable(map) &&
|
||||
!cell.Fogged(map) &&
|
||||
map.thingGrid.ThingsAt(cell).Count() == 0)
|
||||
{
|
||||
validCells.Add(cell);
|
||||
}
|
||||
}
|
||||
|
||||
if (validCells.Count > 0)
|
||||
{
|
||||
return validCells.RandomElement();
|
||||
}
|
||||
}
|
||||
|
||||
// 如果找不到合适位置,使用建筑位置(可能会重叠)
|
||||
return parent.Position;
|
||||
}
|
||||
|
||||
// 获取当前状态描述(用于UI显示)
|
||||
public string GetStatusDescription()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case TowerState.Warmup:
|
||||
float progress = (float)ticksInCurrentState / Props.warmupTicks;
|
||||
return $"启动中: {Mathf.RoundToInt(progress * 100)}%";
|
||||
|
||||
case TowerState.Exploding:
|
||||
return $"爆炸阶段: {currentExplosionIndex + 1}/{Props.explosions.Count}";
|
||||
|
||||
case TowerState.SpawningPawns:
|
||||
return $"生成单位: {pawnsSpawned}/{Props.spawnCount}";
|
||||
|
||||
case TowerState.Finished:
|
||||
return "已完成";
|
||||
|
||||
default:
|
||||
return "待机";
|
||||
}
|
||||
}
|
||||
|
||||
// 保存和加载状态
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
|
||||
Scribe_Values.Look(ref currentState, "currentState", TowerState.Idle);
|
||||
Scribe_Values.Look(ref ticksInCurrentState, "ticksInCurrentState", 0);
|
||||
Scribe_Values.Look(ref currentExplosionIndex, "currentExplosionIndex", 0);
|
||||
Scribe_Values.Look(ref pawnsSpawned, "pawnsSpawned", 0);
|
||||
Scribe_Values.Look(ref nextSpawnTick, "nextSpawnTick", 0);
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
// 添加调试Gizmo(开发模式下)
|
||||
if (DebugSettings.godMode)
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "强制启动",
|
||||
action = () => StartWarmup(),
|
||||
icon = TexCommand.ForbidOff
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "跳至爆炸阶段",
|
||||
action = () => StartExplosionPhase(),
|
||||
icon = TexCommand.Attack
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "跳至生成阶段",
|
||||
action = () => StartSpawningPhase(),
|
||||
icon = TexCommand.Attack
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_PhaseCombatTower : CompProperties
|
||||
{
|
||||
// 阶段1: 启动期
|
||||
public int warmupTicks = 180; // 启动期帧数 (3秒)
|
||||
|
||||
// 阶段2: 爆炸阶段
|
||||
public List<ExplosionData> explosions = new List<ExplosionData>();
|
||||
|
||||
// 阶段3: 生成Pawn阶段
|
||||
public List<string> pawnKindDefs = new List<string>(); // Pawn种类列表
|
||||
public int spawnCount = 5; // 需要生成的Pawn数量 (Y)
|
||||
public int spawnIntervalTicks = 120; // 生成间隔帧数 (Z)
|
||||
|
||||
// 爆炸冷却期
|
||||
public int explosionCooldownTicks = 60; // 爆炸之间的冷却时间 (默认1秒)
|
||||
|
||||
public CompProperties_PhaseCombatTower()
|
||||
{
|
||||
compClass = typeof(CompPhaseCombatTower);
|
||||
}
|
||||
}
|
||||
|
||||
// 爆炸数据定义
|
||||
public class ExplosionData
|
||||
{
|
||||
public DamageDef damageDef; // 伤害类型
|
||||
public float radius = 3f; // 爆炸范围
|
||||
public float armorPenetration = 0f; // 穿甲系数
|
||||
public int damageAmount = 30; // 伤害值
|
||||
public SoundDef explosionSound = null; // 爆炸声音
|
||||
public float chanceToStartFire = 0f; // 起火概率
|
||||
public bool damageFalloff = true; // 伤害是否随距离衰减
|
||||
|
||||
// 气体释放参数
|
||||
public GasType? postExplosionGasType = null; // 爆炸后生成的气体类型
|
||||
public float? postExplosionGasRadiusOverride = null; // 气体半径覆盖(如果为null,则使用爆炸半径)
|
||||
public int postExplosionGasAmount = 255; // 气体数量(0-255)
|
||||
|
||||
// 爆炸前/后生成物体
|
||||
public ThingDef preExplosionSpawnThingDef = null; // 爆炸前生成物
|
||||
public float preExplosionSpawnChance = 0f; // 爆炸前生成几率
|
||||
public int preExplosionSpawnThingCount = 1; // 爆炸前生成数量
|
||||
|
||||
public ThingDef postExplosionSpawnThingDef = null; // 爆炸后生成物
|
||||
public float postExplosionSpawnChance = 0f; // 爆炸后生成几率
|
||||
public int postExplosionSpawnThingCount = 1; // 爆炸后生成数量
|
||||
|
||||
// 高级参数
|
||||
public bool applyDamageToExplosionCellsNeighbors = false; // 是否对爆炸单元格邻居造成伤害
|
||||
public float? direction = null; // 爆炸方向(角度,0-360)
|
||||
public FloatRange? affectedAngle = null; // 受影响角度范围
|
||||
public float propagationSpeed = 1f; // 爆炸传播速度
|
||||
public float excludeRadius = 0f; // 排除半径(中心区域不受伤害)
|
||||
public float screenShakeFactor = 1f; // 屏幕震动因子
|
||||
}
|
||||
}
|
||||
@@ -114,6 +114,8 @@
|
||||
<Compile Include="BuildingComp\WULA_MechanoidRecycler\Building_MechanoidRecycler.cs" />
|
||||
<Compile Include="BuildingComp\WULA_MechanoidRecycler\CompProperties_MechanoidRecycler.cs" />
|
||||
<Compile Include="BuildingComp\WULA_MechanoidRecycler\JobDriver_RecycleMechanoid.cs" />
|
||||
<Compile Include="BuildingComp\WULA_PhaseCombatTower\CompPhaseCombatTower.cs" />
|
||||
<Compile Include="BuildingComp\WULA_PhaseCombatTower\CompProperties_PhaseCombatTower.cs" />
|
||||
<Compile Include="BuildingComp\WULA_Shuttle\ArmedShuttleIncoming.cs" />
|
||||
<Compile Include="BuildingComp\WULA_Shuttle\Building_ArmedShuttle.cs" />
|
||||
<Compile Include="BuildingComp\WULA_Shuttle\Building_ArmedShuttleWithPocket.cs" />
|
||||
|
||||
Reference in New Issue
Block a user