This commit is contained in:
Tourswen
2025-11-27 12:46:09 +08:00
21 changed files with 950 additions and 428 deletions

View File

@@ -196,6 +196,32 @@
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>WULA_Mobile_Bunker</defName> <!-- 修改了defName以避免冲突 -->
<label>BUk-1"地堡猫猫"</label>
<race>WULA_Mobile_Bunker</race>
<allowInMechClusters>false</allowInMechClusters>
<defaultFactionType>PlayerColony</defaultFactionType>
<canMeleeAttack>false</canMeleeAttack>
<combatPower>200</combatPower>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Mobile_Bunker/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>3.8</drawSize>
<shadowData>
<volume>(1.4, 1.8, 1.4)</volume>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_Mech_Mobile_Factory</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-2"陆行舰"</label>
@@ -593,7 +619,7 @@
</PawnKindDef>
<PawnKindDef>
<defName>Wula_PIA_Legion_Escort_Unit</defName>
<label>帝国冲锋</label>
<label>断爪卫</label>
<race>WulaSpecies</race>
<lifeStages>
<li>
@@ -614,23 +640,24 @@
<combatPower>500</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<minApparelQuality>Poor</minApparelQuality>
<maxApparelQuality>Poor</maxApparelQuality>
<itemQuality>Legendary</itemQuality>
<minApparelQuality>Legendary</minApparelQuality>
<maxApparelQuality>Legendary</maxApparelQuality>
<apparelIgnorePollution MayRequire="Ludeon.RimWorld.Biotech">true</apparelIgnorePollution>
<ignoreFactionApparelStuffRequirements>true</ignoreFactionApparelStuffRequirements>
<isFighter>true</isFighter>
<weaponStuffOverride>Plasteel</weaponStuffOverride>
<apparelTags>
<li>Wula_Armor_Light</li>
<li>Wula_Armor_Shield</li>
<li>WULA_Manpack_Loitering_Munition</li>
<li>Wula_Armor_Super_Heavy</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_T2</li>
<li>WULA_MW_Twohanded_ChainBroadsword</li>
</weaponTags>
<apparelRequired>
<li>WULA_Assault_Troop_PowerArmor</li>
<li>WULA_Assault_Troop_Helmet</li>
<li>WULA_Heavy_Infantry_PowerArmor</li>
<li>WULA_Heavy_Infantry_Helmet</li>
</apparelRequired>
<weaponMoney>3000~8000</weaponMoney>
<weaponMoney>999999~999999</weaponMoney>
<biocodeWeaponChance>1</biocodeWeaponChance>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<techHediffsChance>1</techHediffsChance>
@@ -639,6 +666,10 @@
<techHediffsRequired>
<li>DeathAcidifier</li>
</techHediffsRequired>
<techHediffsTags>
<li>Advanced</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
<backstoryFiltersOverride>
<li>

View File

@@ -155,7 +155,7 @@
<!-- Get or generate guards -->
<li Class="QuestNode_LoopCount">
<loopCount>2</loopCount>
<loopCount>1</loopCount>
<node Class="QuestNode_GeneratePawn">
<faction>Wula_PIA_Legion_Faction</faction>
<kindDef>Wula_PIA_Legion_Escort_Unit</kindDef>
@@ -281,7 +281,7 @@
<!-- Shuttle -->
<li Class="QuestNode_Set">
<name>shuttleDelayTicks</name>
<value>720000</value>
<value>360000</value>
</li>
<li Class="QuestNode_ShuttleDelay">
<delayTicks>$shuttleDelayTicks</delayTicks>

View File

@@ -201,21 +201,10 @@
<label>攻击舰队调配许可</label>
<description>允许殖民地建立信标增加攻击舰队配额并使得机械乌拉可以调频天线以申请舰队空中支援包含2艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器支援的航空舰。</description>
<baseCost>600</baseCost>
<researchViewX>6.00</researchViewX>
<researchViewX>1.00</researchViewX>
<researchViewY>4.40</researchViewY>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_ConstructionShip_Technology</defName>
<label>拒止舰队调配许可</label>
<description>允许殖民地建立信标增加拒止舰队配额并使得机械乌拉可以调频天线以申请舰队空中支援包含1艘可以提供轨道支援的拒止舰。</description>
<baseCost>600</baseCost>
<researchViewX>6.00</researchViewX>
<researchViewY>3.80</researchViewY>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
<li>WULA_Colony_License_LV1_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 飞行器 -->

View File

@@ -3,7 +3,7 @@
<ScenarioDef ParentName="ScenarioBase">
<defName>WULA_Start_Scenario</defName>
<label>乌拉帝国先遣队</label>
<description>乌拉帝国开发署的舰队已经抵达边缘世界,一支负责建立地面前哨站的边境殖民地</description>
<description>乌拉帝国开发署的舰队已经抵达边缘世界,一支负责建立地面前哨站的先遣队被部署到星球上。</description>
<scenario>
<summary>以三位机械乌拉为初始殖民者开始游戏。</summary>
<playerFaction>
@@ -56,9 +56,20 @@
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_RW_Base_AR</thingDef>
<thingDef>WULA_RW_Beam_Base_AR</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_RW_Fractal_RF</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_MW_Charge_Mace</thingDef>
<stuff>Plasteel</stuff>
<quality>Normal</quality>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_MW_Charge_Mace</thingDef>

View File

@@ -59,7 +59,7 @@
</placeWorkers>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>21</radius> <!-- 半径大小 -->
<radius>28</radius> <!-- 半径大小 -->
<color>(1, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
@@ -212,6 +212,14 @@
<maxTurrets>6</maxTurrets>
<turretSpacing>1.5</turretSpacing>
</li>
<li Class="WulaFallenEmpire.CompProperties_TransformAtFullCapacity">
<targetPawnKind>WULA_Mobile_Bunker</targetPawnKind>
<requiredCapacity>6</requiredCapacity>
<cooldownHours>0</cooldownHours>
<gizmoLabel>转换为BUk-1"地堡猫猫"</gizmoLabel>
<gizmoDesc>让地堡中的两只乌拉猫猫继续操纵地堡中的机枪,剩下的乌拉猫猫抬着地堡移动——虽然很难相信但是事实就是这样的。</gizmoDesc>
<gizmoIconPath>Wula/UI/Commands/WULA_TransformToPawn</gizmoIconPath>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
@@ -223,11 +231,10 @@
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.3</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.12</AccuracyLong>
<RangedWeapon_Cooldown>4.8</RangedWeapon_Cooldown>
<AccuracyTouch>0.8</AccuracyTouch>
<AccuracyShort>0.5</AccuracyShort>
<AccuracyMedium>0.35</AccuracyMedium>
<AccuracyLong>0.25</AccuracyLong>
<DeteriorationRate>0</DeteriorationRate>
<Mass>5</Mass>
<Flammability>0</Flammability>
@@ -236,14 +243,13 @@
<li>
<verbClass>Verb_Shoot</verbClass>
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
<warmupTime>0</warmupTime>
<range>21</range>
<ticksBetweenBurstShots>32</ticksBetweenBurstShots>
<burstShotCount>2</burstShotCount>
<range>28</range>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<burstShotCount>12</burstShotCount>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
<defaultCooldownTime>4</defaultCooldownTime>
</li>
</verbs>
</ThingDef>

View File

@@ -1210,9 +1210,9 @@
<projectileDef>Bullet_WULA_Striker_A_Missile</projectileDef>
<sectorAngle>60</sectorAngle> <!-- 扇形角度 -->
<sectorRange>85</sectorRange> <!-- 射程 -->
<shotCount>2</shotCount> <!-- 发射次数 -->
<shotCount>4</shotCount> <!-- 发射次数 -->
<shotInterval>0.3</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制-->
<maxProjectiles>48</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
@@ -1560,7 +1560,7 @@
</angleCurve>
<explosionRadius>4</explosionRadius>
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
<explosionDamageFactor>1</explosionDamageFactor>
<explosionDamageFactor>2</explosionDamageFactor>
</skyfaller>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">

View File

@@ -573,7 +573,7 @@
</graphicData>
<projectile>
<damageDef>Flame</damageDef>
<damageAmountBase>20</damageAmountBase>
<damageAmountBase>35</damageAmountBase>
<speed>60</speed>
<explosionRadius>3.9</explosionRadius>
<armorPenetrationBase>1.5</armorPenetrationBase>

View File

@@ -299,6 +299,7 @@
<equippedAngleOffset>25</equippedAngleOffset>
<weaponTags Inherit="False">
<li>Wula_Melee_Weapon_T3</li>
<li>WULA_MW_Twohanded_ChainBroadsword</li>
</weaponTags>
<uiIconScale>0.8</uiIconScale>
<techLevel>Spacer</techLevel>
@@ -622,24 +623,20 @@
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_RW_Base_AR" ParentName="WULA_ExperienceCore_Weapon_Ranged">
<ThingDef Name="WULA_RW_Base_AR" ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_Base_AR</defName>
<label>DLa-1"页岩"</label>
<description>乌拉帝国的基础突击步枪,仍然使用可靠的导气式结构驱动自动射击构件,是一种便宜但好用的武器,通常派发给殖民地作自卫武器之用。它下挂了一个眩光弹发射器,可以发射一枚眩光弹击晕区域内的敌人。</description>
<tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel>
<destroyOnDrop>true</destroyOnDrop>
<tradeability>None</tradeability>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Base_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<recipeMaker Inherit="False" IsNull="True"/>
<statBases>
<WorkToMake>1300</WorkToMake>
<!-- <MarketValue>370</MarketValue> -->
@@ -669,7 +666,7 @@
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<weaponTags Inherit="False">
<li>Wula_Ranged_Weapon_T1</li>
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
<comps>
<li Class="CompProperties_EquippableAbilityReloadable">
@@ -685,59 +682,6 @@
</li>
</modExtensions>
</ThingDef>
<!-- 给猫猫的特殊武器,扔在地上会消失、没有人格核心、没有闪光弹 -->
<ThingDef ParentName="WULA_RW_Base_AR">
<destroyOnDrop>true</destroyOnDrop>
<defName>WULA_RW_Base_AR_For_Cat</defName>
<label>DLa-2"页岩"</label>
<description>乌拉帝国的基础突击步枪,仍然使用可靠的导气式结构驱动自动射击构件,是一种便宜但好用的武器,通常派发给殖民地作自卫武器之用。</description>
<tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Base_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<tradeability>None</tradeability>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>1300</WorkToMake>
<!-- <MarketValue>370</MarketValue> -->
<Mass>3.5</Mass>
<AccuracyTouch>0.75</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
<warmupTime>1</warmupTime>
<range>25</range>
<burstShotCount>5</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>7</muzzleFlashScale>
</li>
</verbs>
<costList Inherit="False">
<WULA_Alloy>40</WULA_Alloy>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<weaponTags Inherit="False">
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Base_AR</defName>
<label>子弹</label>
@@ -806,6 +750,96 @@
<explosionDelay>30</explosionDelay>
</projectile>
</ThingDef>
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>WULA_RW_Fractal_RF</defName>
<label>SLr-14"蓝锥"</label>
<description>乌拉帝国的磁轨狙击枪,通过引导强大的动能发射钢针,射速较慢,但是在击中目标后仍能继续飞行,对路径上的多个敌人造成伤害。</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_RF/WULA_RW_Fractal_RF</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<!-- <uiIconScale>0.85</uiIconScale> -->
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<!-- <WorkToMake>60000</WorkToMake> -->
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>1200</WorkToMake>
<Mass>3.5</Mass>
<AccuracyTouch>0.3</AccuracyTouch>
<AccuracyShort>0.7</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>0.5</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<WULA_Alloy>60</WULA_Alloy>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_ShootWithOffset</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Fractal_RF</defaultProjectile>
<warmupTime>1.25</warmupTime>
<range>55</range>
<burstShotCount>1</burstShotCount>
<soundCast>WULA_RW_Railgun_Shootingsound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<weaponTags Inherit="False">
<li>Wula_Ranged_Weapon_T1</li>
</weaponTags>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WeaponRenderDynamic">
<TexturePath>Wula/Weapon/WULA_RW_Fractal_RF/WULA_RW_Fractal_RF_Anim</TexturePath>
<totalFrames>8</totalFrames>
<ticksPerFrame>8</ticksPerFrame>
</li>
</comps>
<modExtensions>
<li Class="WulaFallenEmpire.ModExtension_ShootWithOffset">
<offsets>
<li>(0, -1.0)</li>
</offsets>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Fractal_RF</defName>
<label>蓝锥钢针弹</label>
<thingClass>WulaFallenEmpire.Projectile_WulaLineAttack</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.Wula_PathPierce_Extension">
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef> <!-- 拖尾特效定义 -->
</li>
</modExtensions>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>1.4</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>25</damageAmountBase>
<speed>230</speed>
<armorPenetrationBase>0.5</armorPenetrationBase>
<stoppingPower>5</stoppingPower>
</projectile>
</ThingDef>
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>WULA_RW_StarDrift_SG</defName>
<label>DCs-7"黑曜石"</label>
@@ -892,101 +926,6 @@
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>WULA_RW_Fractal_RF</defName>
<label>SLr-14"蓝锥"</label>
<description>乌拉帝国的磁轨狙击枪,通过引导强大的动能发射钢针,射速较慢,但是在击中目标后仍能继续飞行,对路径上的多个敌人造成伤害。</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_RF/WULA_RW_Fractal_RF</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<!-- <uiIconScale>0.85</uiIconScale> -->
<soundInteract>Interact_Rifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<recipeMaker>
<!-- <WorkToMake>60000</WorkToMake> -->
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Bullet_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>2000</WorkToMake>
<Mass>3.5</Mass>
<AccuracyTouch>0.3</AccuracyTouch>
<AccuracyShort>0.7</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>0.8</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<WULA_Alloy>60</WULA_Alloy>
<WULA_Charge_Cube>4</WULA_Charge_Cube>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_ShootWithOffset</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Fractal_RF</defaultProjectile>
<warmupTime>4</warmupTime>
<range>85</range>
<burstShotCount>1</burstShotCount>
<soundCast>WULA_RW_Railgun_Shootingsound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<weaponTags Inherit="False">
<li>Wula_Ranged_Weapon_T2</li>
</weaponTags>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WeaponRenderDynamic">
<TexturePath>Wula/Weapon/WULA_RW_Fractal_RF/WULA_RW_Fractal_RF_Anim</TexturePath>
<totalFrames>8</totalFrames>
<ticksPerFrame>8</ticksPerFrame>
</li>
</comps>
<modExtensions>
<li Class="WulaFallenEmpire.ModExtension_ShootWithOffset">
<offsets>
<li>(0, -1.0)</li>
</offsets>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Fractal_RF</defName>
<label>蓝锥钢针弹</label>
<thingClass>WulaFallenEmpire.Projectile_WulaLineAttack</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.Wula_PathPierce_Extension">
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef> <!-- 拖尾特效定义 -->
</li>
</modExtensions>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>1.4</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>25</damageAmountBase>
<speed>230</speed>
<armorPenetrationBase>0.5</armorPenetrationBase>
<stoppingPower>5</stoppingPower>
</projectile>
</ThingDef>
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>WULA_RW_AutoCannon</defName>
<label>FLm-78"萤石"</label>
@@ -1160,11 +1099,11 @@
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Laser_Technology</researchPrerequisite>
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>1500</WorkToMake>
<WorkToMake>1000</WorkToMake>
<!-- <MarketValue>370</MarketValue> -->
<Mass>3.5</Mass>
<AccuracyTouch>0.75</AccuracyTouch>
@@ -1179,7 +1118,7 @@
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Penetrating_Rifle</defaultProjectile>
<warmupTime>3</warmupTime>
<range>20</range>
<range>26</range>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<soundCast>Shot_BeamRepeater</soundCast>
@@ -1191,7 +1130,6 @@
</verbs>
<costList Inherit="False">
<WULA_Alloy>70</WULA_Alloy>
<WULA_Charge_Cube>6</WULA_Charge_Cube>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<weaponTags Inherit="False">
@@ -2048,7 +1986,7 @@
<speed>25</speed>
<damageDef>Flame</damageDef>
<explosionRadius>7</explosionRadius>
<damageAmountBase>20</damageAmountBase>
<damageAmountBase>50</damageAmountBase>
<armorPenetrationBase>0.25</armorPenetrationBase>
<stoppingPower>10</stoppingPower>
</projectile>
@@ -2129,7 +2067,7 @@
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<weaponTags Inherit="False">
<li>Wula_Ranged_Weapon_T2</li>
<li>Wula_Ranged_Weapon_T1</li>
</weaponTags>
<comps>
<li Class="CompProperties_EquippableAbilityReloadable">

View File

@@ -660,6 +660,7 @@
<specificMeatDef>Steel</specificMeatDef>
<!-- 身体类型 -->
<body>WULA_Machine_Body</body>
<baseBodySize>0.9</baseBodySize>
<!-- 年龄阶段 -->
<!-- <lifeExpectancy>5000</lifeExpectancy> -->
<lifeStageWorkSettings MayRequire="Ludeon.RimWorld.Biotech">
@@ -885,6 +886,8 @@
<WastepacksPerRecharge MayRequire="Ludeon.RimWorld.Biotech">0</WastepacksPerRecharge>
</statBases>
<race>
<baseBodySize>0.5</baseBodySize>
<baseHealthScale>1.5</baseHealthScale>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
@@ -917,12 +920,20 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Mech_WULA_Cat_Base">
<AlienRace.ThingDef_AlienRace ParentName="Mech_WULA_Cat_Base">
<defName>Mech_WULA_Cat</defName>
<label>CAt-11"猫猫"</label>
<description>乌拉帝国的一种小型自律机械体,无需监管者,可以执行包括搬运、烹饪、种植收割、清理、急救和灭火一类的简单工作,因为似猫的外形受到乌拉星人欢迎。</description>
<description>乌拉帝国的一种小型自律机械体,无需监管者,可以执行包括搬运、烹饪、种植收割、清理、急救和灭火一类的简单工作,因为似猫的外形受到乌拉星人欢迎。\n\n\n这种机械族可以在非征召状态下拾取地上的武器以供使用。</description>
<uiIconPath>Wula/Things/WULA_Cat/WULA_Cat_Thin_south</uiIconPath>
<alienRace>
<raceRestriction>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<statBases>
<MoveSpeed>6</MoveSpeed>
<FoodPoisonChance>0.001</FoodPoisonChance>
@@ -944,12 +955,21 @@
<li>Firefighter</li>
</mechEnabledWorkTypes>
</race>
</ThingDef>
<ThingDef ParentName="Mech_WULA_Cat_Base">
</AlienRace.ThingDef_AlienRace>
<AlienRace.ThingDef_AlienRace ParentName="Mech_WULA_Cat_Base">
<defName>Mech_WULA_Cat_Constructor</defName>
<label>CAt-86"猫猫劳工"</label>
<description>乌拉帝国的一种小型自律机械体无需监管者只能执行建造和开采任务可以跳起来用手上的HAm-1"装修锤"锤烂敌人的膝盖。</description>
<description>乌拉帝国的一种小型自律机械体无需监管者只能执行建造和开采任务可以跳起来用手上的HAm-1"装修锤"锤烂敌人的膝盖。\n\n\n这种机械族可以在非征召状态下拾取地上的武器以供使用。</description>
<uiIconPath>Wula/Things/WULA_Constructor_Cat/WULA_Cat_Thin_south</uiIconPath>
<alienRace>
<raceRestriction>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<race>
<mechEnabledWorkTypes Inherit="False">
<li>Mining</li>
@@ -959,12 +979,21 @@
<statBases>
<WorkSpeedGlobal>2</WorkSpeedGlobal>
</statBases>
</ThingDef>
<ThingDef ParentName="Mech_WULA_Cat_Base">
</AlienRace.ThingDef_AlienRace>
<AlienRace.ThingDef_AlienRace ParentName="Mech_WULA_Cat_Base">
<defName>Mech_WULA_Cat_Assault</defName>
<label>CAt-46"猫猫冲锋队"</label>
<description>乌拉帝国的一种小型自律机械体无需监管者可以执行搬运、狩猎和割除任务身着轻甲装备了一把DLa-1"页岩",可以给敌方造成不小的麻烦。</description>
<description>乌拉帝国的一种小型自律机械体无需监管者可以执行搬运、狩猎和割除任务身着轻甲装备了一把DLa-1"页岩",可以给敌方造成不小的麻烦。\n\n\n这种机械族可以在非征召状态下拾取地上的武器以供使用。</description>
<uiIconPath>Wula/Things/WULA_Assault_Cat/WULA_Cat_Thin_south</uiIconPath>
<alienRace>
<raceRestriction>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<race>
<mechEnabledWorkTypes Inherit="False">
<li>Hunting</li>
@@ -973,19 +1002,157 @@
</mechEnabledWorkTypes>
</race>
<statBases>
<ArmorRating_Sharp>0.25</ArmorRating_Sharp>
<ArmorRating_Blunt>0.25</ArmorRating_Blunt>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<!-- <WorkSpeedGlobal>2</WorkSpeedGlobal> -->
<MoveSpeed>4</MoveSpeed>
</statBases>
</ThingDef>
</AlienRace.ThingDef_AlienRace>
<!-- 大型机械族 -->
<ThingDef ParentName="WULA_BaseMechanoid">
<AlienRace.ThingDef_AlienRace ParentName="WULA_BaseMechanoid">
<defName>WULA_Mobile_Bunker</defName> <!-- 修改了defName以避免冲突 -->
<label>BUk-1"地堡猫猫"</label>
<description>四只猫猫在抬着地堡移动,虽然很难相信但是事实就是这样的。在地堡的射击窗里还有另外的两只乌拉猫猫,它们会操纵地堡的机枪向外射击。\n\n猫猫可以放下地堡然后一股脑地钻进去这会让地堡重新变为建筑。</description>
<alienRace>
<raceRestriction>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>true</onlyUseRaceRestrictedWeapons>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<statBases>
<BandwidthCost>1</BandwidthCost>
<MoveSpeed>3</MoveSpeed>
</statBases>
<race>
<body>Mech_Warqueen</body>
<baseBodySize>5</baseBodySize>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
<minAge>0</minAge>
<soundCall>Pawn_Wula_Mech_Mobile_Factory_Call</soundCall>
</li>
</lifeStageAges>
<baseHealthScale>2</baseHealthScale>
</race>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>360</power>
<cooldownTime>8</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>0</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1, 0, -1.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(3.25, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1.5, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-3.25, 0, -1)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>1</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1, 0, -1.45)</offset>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(3.25, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.6, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-3.25, 0, -1)</offset>
<layer>-5</layer>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<!-- 转换回建筑组件 -->
<li Class="WulaFallenEmpire.CompProperties_TransformIntoBuilding">
<targetBuildingDef>WULA_Cat_Bunker</targetBuildingDef>
<gizmoLabel>部署为乌拉猫猫地堡</gizmoLabel>
<gizmoDesc>乌拉猫猫们把地堡扔在地上然后钻进去重新转变为建筑。每一次转变为建筑后都会有24小时的冷却时间在此期间不允许重新变为BUk-1"地堡猫猫"。</gizmoDesc>
<gizmoIconPath>Wula/UI/Commands/WULA_TransformToBuilding</gizmoIconPath>
</li>
</comps>
</AlienRace.ThingDef_AlienRace>
<AlienRace.ThingDef_AlienRace ParentName="WULA_BaseMechanoid">
<defName>Wula_AI_Heavy_Panzer</defName> <!-- 修改了defName以避免冲突 -->
<label>HAp-6"战车"</label>
<description>乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,使用破坏力巨大的自动炮和车体臼炮打击敌方,是乌拉帝国前锋部队的中流砥柱。</description>
<uiIconPath>Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Heavy_Panzer_Icon</uiIconPath>
<alienRace>
<raceRestriction>
<weaponList>
<li>Wula_AI_Heavy_Panzer_Main_Weapon</li>
</weaponList>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>true</onlyUseRaceRestrictedWeapons>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<statBases>
<BandwidthCost>1</BandwidthCost>
<MoveSpeed>2</MoveSpeed>
@@ -1001,8 +1168,8 @@
<ComponentSpacer>2</ComponentSpacer>
</costList>
<race>
<body>Mech_Warqueen</body>
<baseBodySize>30</baseBodySize>
<body>WULA_AI_Heavy_Panzer_Body</body>
<baseBodySize>20</baseBodySize>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
@@ -1015,7 +1182,7 @@
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<!-- <thinkTreeConstant>WarUrchinConstant</thinkTreeConstant> -->
</race>
<tools>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
@@ -1093,12 +1260,24 @@
<toggleIconPath>Wula/UI/Commands/Wula_Mech_Mobile_Factory_AreaDamage</toggleIconPath>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_BaseMechanoid">
</AlienRace.ThingDef_AlienRace>
<AlienRace.ThingDef_AlienRace ParentName="WULA_BaseMechanoid">
<defName>Wula_AI_Rocket_Panzer</defName> <!-- 修改了defName以避免冲突 -->
<label>HRp-3"喷火战车"</label>
<description>乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,拥有车体臼炮和两具可以发射大量燃烧火箭弹的转轮导弹巢,但是未像其姊妹型号那样装备护盾。</description>
<uiIconPath>Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Rocket_Panzer_Icon</uiIconPath>
<alienRace>
<raceRestriction>
<weaponList>
<li>Wula_AI_Heavy_Panzer_Main_Weapon</li>
</weaponList>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>true</onlyUseRaceRestrictedWeapons>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<statBases>
<BandwidthCost>1</BandwidthCost>
<MoveSpeed>2</MoveSpeed>
@@ -1114,8 +1293,8 @@
<ComponentSpacer>2</ComponentSpacer>
</costList>
<race>
<body>Mech_Warqueen</body>
<baseBodySize>30</baseBodySize>
<body>WULA_AI_Heavy_Panzer_Body</body>
<baseBodySize>20</baseBodySize>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
@@ -1128,7 +1307,7 @@
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<!-- <thinkTreeConstant>WarUrchinConstant</thinkTreeConstant> -->
</race>
<tools>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
@@ -1198,11 +1377,23 @@
<toggleIconPath>Wula/UI/Commands/Wula_Mech_Mobile_Factory_AreaDamage</toggleIconPath>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_BaseMechanoid">
</AlienRace.ThingDef_AlienRace>
<AlienRace.ThingDef_AlienRace ParentName="WULA_BaseMechanoid">
<defName>Wula_Mech_Mobile_Factory</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-2"陆行舰"</label>
<description>乌拉帝国的大型战争机械,简直就是一座移动堡垒——它不仅装甲厚实、火炮林立,还能在战场上生产大量的辅助战争机械以形成坚实的弹性阵线,生来就是为了粉碎坚固的要塞和顽强的抵抗。</description>
<alienRace>
<raceRestriction>
<weaponList>
<li>WULA_RW_Unlimit_Penetrating_Beam_Cannon</li>
</weaponList>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>true</onlyUseRaceRestrictedWeapons>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<statBases>
<BandwidthCost>1</BandwidthCost>
<MoveSpeed>1</MoveSpeed>
@@ -1213,7 +1404,7 @@
</statBases>
<race>
<body>Mech_Warqueen</body>
<baseBodySize>30</baseBodySize>
<baseBodySize>50</baseBodySize>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
@@ -1226,7 +1417,7 @@
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<!-- <thinkTreeConstant>WarUrchinConstant</thinkTreeConstant> -->
</race>
<tools>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
@@ -1509,7 +1700,7 @@
<toggleIconPath>Wula/UI/Commands/Wula_Mech_Mobile_Factory_AreaDamage</toggleIconPath>
</li>
</comps>
</ThingDef>
</AlienRace.ThingDef_AlienRace>
<ThingDef ParentName="BaseMechanoidWalker">
<defName>WULA_Mech_Flyer</defName>
<label>CRm-51"兵蚁"</label>
@@ -1602,11 +1793,23 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_BaseMechanoid">
<AlienRace.ThingDef_AlienRace ParentName="WULA_BaseMechanoid">
<defName>Wula_Psi_Titan</defName>
<label>PAt-6"灵能泰坦"</label>
<description>由乌拉帝国国教所主持开发的重型灵能机械体,以折跃优雅地穿梭于炮火间,并用强大的护盾抵挡敌方射弹侵袭。该机体的内部镌刻了无数的术式环路,这使其就像一个行走的灵能发射器,可以驱使各种强大的灵能能力。</description>
<uiIconPath>Wula/Things/Wula_Psi_Titan/Wula_Psi_Titan_Icon</uiIconPath>
<alienRace>
<raceRestriction>
<weaponList>
<li>Wula_Psi_Titan_Beam</li>
</weaponList>
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>true</onlyUseRaceRestrictedWeapons>
</raceRestriction>
<compatibility>
<isFlesh>false</isFlesh>
</compatibility>
</alienRace>
<statBases>
<BandwidthCost>1</BandwidthCost>
<MoveSpeed>1</MoveSpeed>
@@ -1620,7 +1823,7 @@
</statBases>
<race>
<body>Mech_Warqueen</body>
<baseBodySize>30</baseBodySize>
<baseBodySize>50</baseBodySize>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
@@ -1633,7 +1836,7 @@
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<!-- <thinkTreeConstant>WarUrchinConstant</thinkTreeConstant> -->
</race>
<tools>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
@@ -1707,7 +1910,7 @@
<toggleIconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</toggleIconPath>
</li>
</comps>
</ThingDef>
</AlienRace.ThingDef_AlienRace>
<!-- 特殊单位 -->
<ThingDef ParentName="BaseMechanoidWalker">

Binary file not shown.

After

Width:  |  Height:  |  Size: 254 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 247 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 259 KiB

View File

@@ -9,73 +9,29 @@ namespace WulaFallenEmpire
{
public class Building_MechanoidRecycler : Building
{
// 翻译键定义
public static class TranslationKeys
{
// 消息文本
public const string NoRecyclableMechanoidsNearby = "WULA_NoRecyclableMechanoidsNearby";
public const string RecyclerStorageFull = "WULA_RecyclerStorageFull";
public const string CalledMechanoidsForRecycling = "WULA_CalledMechanoidsForRecycling";
public const string MechanoidRecycled = "WULA_MechanoidRecycled";
public const string NoMechanoidsAvailableForConversion = "WULA_NoMechanoidsAvailableForConversion";
public const string NotEnoughStoredMechanoids = "WULA_NotEnoughStoredMechanoids";
public const string ConvertingMechanoids = "WULA_ConvertingMechanoids";
// Gizmo 文本
public const string RecycleNearbyMechanoids = "WULA_RecycleNearbyMechanoids";
public const string RecycleNearbyMechanoidsDesc = "WULA_RecycleNearbyMechanoidsDesc";
public const string RecycleNearbyMechanoidsDisabled = "WULA_RecycleNearbyMechanoidsDisabled";
public const string ConvertMechanoids = "WULA_ConvertMechanoids";
public const string ConvertMechanoidsDesc = "WULA_ConvertMechanoidsDesc";
public const string ConvertMechanoidsDisabled = "WULA_ConvertMechanoidsDisabled";
// 检查字符串
public const string StoredInfo = "WULA_StoredInfo";
}
public CompProperties_MechanoidRecycler Props => def.GetCompProperties<CompProperties_MechanoidRecycler>();
// 存储的机械族列表
public List<Pawn> storedMechanoids = new List<Pawn>();
// 改为存储计数而不是Pawn实例
private int storedMechanoidCount = 0;
private int spawnTick; // 建筑生成的时间点
// 生成队列
// 生成队列存储Pawn生成请求
private Queue<PawnGenerationRequest> spawnQueue = new Queue<PawnGenerationRequest>();
// 是否已经生成初始单位
private bool initialUnitsSpawned = false;
public int StoredCount => storedMechanoids.Count;
public int StoredCount => storedMechanoidCount;
public int MaxStorage => Props.maxStorageCapacity;
public bool IsCooldownActive => Find.TickManager.TicksGame - spawnTick < 24 * 2500; // 24小时冷却
// 生成初始单位
// 生成初始单位(改为计数)
private void SpawnInitialUnits()
{
if (initialUnitsSpawned || Props.initialUnits == null || Props.initialUnits.Count == 0)
if (initialUnitsSpawned || Props.initialUnits == null)
return;
foreach (var initialUnit in Props.initialUnits)
{
if (storedMechanoids.Count >= MaxStorage)
break;
// 生成初始机械族
PawnGenerationRequest request = new PawnGenerationRequest(
initialUnit.pawnKindDef,
Faction, // 使用当前建筑的派系
PawnGenerationContext.NonPlayer,
-1,
forceGenerateNewPawn: true,
allowDead: false,
allowDowned: false,
canGeneratePawnRelations: false,
mustBeCapableOfViolence: true
);
Pawn initialMech = PawnGenerator.GeneratePawn(request);
storedMechanoids.Add(initialMech);
Log.Message($"Mechanoid Recycler spawned initial unit: {initialMech.LabelCap} for faction: {Faction.Name}");
storedMechanoidCount += initialUnit.count;
}
initialUnitsSpawned = true;
@@ -84,118 +40,48 @@ namespace WulaFallenEmpire
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
spawnTick = Find.TickManager.TicksGame;
// 如果不是从存档加载,生成初始单位
if (!respawningAfterLoad)
{
SpawnInitialUnits();
}
}
// 回收附近机械族
public void RecycleNearbyMechanoids()
// 回收机械族(改为增加计数)
public void AcceptMechanoid(Pawn mech)
{
if (!CanRecycleNow())
return;
List<Pawn> nearbyMechs = FindNearbyRecyclableMechanoids();
if (nearbyMechs.Count == 0)
if (storedMechanoidCount >= Props.maxStorageCapacity)
{
Messages.Message(TranslationKeys.NoRecyclableMechanoidsNearby.Translate(), MessageTypeDefOf.RejectInput);
Messages.Message("回收器已满", MessageTypeDefOf.RejectInput);
return;
}
int assignedCount = 0;
foreach (Pawn mech in nearbyMechs)
{
if (StartRecycleJob(mech))
{
assignedCount++;
}
}
storedMechanoidCount++;
mech.Destroy(); // 直接销毁,不存储实例
Messages.Message(TranslationKeys.CalledMechanoidsForRecycling.Translate(assignedCount), MessageTypeDefOf.PositiveEvent);
Messages.Message($"机械族 {mech.LabelCap} 已回收 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
MessageTypeDefOf.PositiveEvent);
// 通知转换组件存储更新
var transformComp = this.TryGetComp<CompTransformAtFullCapacity>();
transformComp?.NotifyStorageUpdated();
}
private bool CanRecycleNow()
// 消耗机械族计数
public bool ConsumeMechanoids(int count)
{
if (storedMechanoids.Count >= Props.maxStorageCapacity)
{
if (storedMechanoidCount < count)
return false;
}
storedMechanoidCount -= count;
return true;
}
private List<Pawn> FindNearbyRecyclableMechanoids()
// 设置机械族计数(用于转换恢复)
public void SetMechanoidCount(int count)
{
List<Pawn> result = new List<Pawn>();
CellRect searchRect = CellRect.CenteredOn(Position, Props.recycleRange);
foreach (Pawn pawn in Map.mapPawns.AllPawnsSpawned)
{
if (searchRect.Contains(pawn.Position) &&
IsRecyclableMechanoid(pawn) &&
!storedMechanoids.Contains(pawn) &&
!IsAlreadyGoingToRecycler(pawn) && // 检查是否已经在前往回收器
pawn.CanReach(this, PathEndMode.InteractionCell, Danger.Some))
{
result.Add(pawn);
}
}
return result;
}
private bool IsRecyclableMechanoid(Pawn pawn)
{
return pawn.RaceProps.IsMechanoid &&
Props.recyclableRaces.Contains(pawn.def) &&
!pawn.Downed &&
pawn.Faction == Faction; // 使用当前建筑的派系
}
// 检查机械族是否已经在前往此回收器
private bool IsAlreadyGoingToRecycler(Pawn mech)
{
// 检查当前工作是否是前往此回收器
Job curJob = mech.CurJob;
if (curJob != null && curJob.def == Props.recycleJobDef && curJob.targetA.Thing == this)
return true;
return false;
}
private bool StartRecycleJob(Pawn mech)
{
// 防止重复分配
if (IsAlreadyGoingToRecycler(mech))
return false;
Job job = JobMaker.MakeJob(Props.recycleJobDef, this);
if (mech.jobs.TryTakeOrderedJob(job))
{
return true;
}
return false;
}
// 机械族进入建筑
public void AcceptMechanoid(Pawn mech)
{
if (storedMechanoids.Contains(mech))
return;
if (storedMechanoids.Count >= Props.maxStorageCapacity)
{
Messages.Message(TranslationKeys.RecyclerStorageFull.Translate(), MessageTypeDefOf.RejectInput);
return;
}
storedMechanoids.Add(mech);
mech.DeSpawn();
Messages.Message(TranslationKeys.MechanoidRecycled.Translate(mech.LabelCap), MessageTypeDefOf.PositiveEvent);
storedMechanoidCount = Mathf.Clamp(count, 0, Props.maxStorageCapacity);
}
protected override void Tick()
@@ -212,9 +98,9 @@ namespace WulaFallenEmpire
// 打开生成界面
public void OpenSpawnInterface()
{
if (storedMechanoids.Count == 0)
if (storedMechanoidCount == 0)
{
Messages.Message(TranslationKeys.NoMechanoidsAvailableForConversion.Translate(), MessageTypeDefOf.RejectInput);
Messages.Message("没有可用的机械族进行转换", MessageTypeDefOf.RejectInput);
return;
}
@@ -223,7 +109,7 @@ namespace WulaFallenEmpire
foreach (PawnKindDef kindDef in Props.spawnablePawnKinds)
{
kindOptions.Add(new FloatMenuOption(
kindDef.LabelCap,
$"{kindDef.LabelCap}",
() => TrySpawnMechanoids(kindDef, 1)
));
}
@@ -233,27 +119,17 @@ namespace WulaFallenEmpire
private void TrySpawnMechanoids(PawnKindDef kindDef, int count)
{
if (storedMechanoids.Count < count)
if (!ConsumeMechanoids(count))
{
Messages.Message(TranslationKeys.NotEnoughStoredMechanoids.Translate(), MessageTypeDefOf.RejectInput);
Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
return;
}
// 消耗存储的机械族并生成
for (int i = 0; i < count; i++)
{
if (storedMechanoids.Count > 0)
{
Pawn consumedMech = storedMechanoids[0];
storedMechanoids.RemoveAt(0);
if (consumedMech.Spawned)
consumedMech.Destroy();
}
PawnGenerationRequest request = new PawnGenerationRequest(
kindDef,
Faction, // 使用当前建筑的派系
Faction,
PawnGenerationContext.NonPlayer,
-1,
forceGenerateNewPawn: true,
@@ -267,7 +143,7 @@ namespace WulaFallenEmpire
}
TrySpawnFromQueue();
Messages.Message(TranslationKeys.ConvertingMechanoids.Translate(count, kindDef.LabelCap), MessageTypeDefOf.PositiveEvent);
Messages.Message($"正在转换 {count} 个机械族为 {kindDef.LabelCap}", MessageTypeDefOf.PositiveEvent);
}
private void TrySpawnFromQueue()
@@ -318,15 +194,15 @@ namespace WulaFallenEmpire
// 回收附近机械族按钮
Command_Action recycleCommand = new Command_Action
{
defaultLabel = TranslationKeys.RecycleNearbyMechanoids.Translate(),
defaultDesc = TranslationKeys.RecycleNearbyMechanoidsDesc.Translate(Props.recycleRange),
defaultLabel = "回收附近机械族",
defaultDesc = $"命令附近 {Props.recycleRange} 格内的机械族前来回收",
icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_RecycleNearbyMechanoids"),
action = RecycleNearbyMechanoids
};
if (!CanRecycleNow())
if (storedMechanoidCount >= Props.maxStorageCapacity)
{
recycleCommand.Disable(TranslationKeys.RecycleNearbyMechanoidsDisabled.Translate());
recycleCommand.Disable("储存器已满");
}
yield return recycleCommand;
@@ -334,19 +210,97 @@ namespace WulaFallenEmpire
// 生成机械族按钮
Command_Action spawnCommand = new Command_Action
{
defaultLabel = TranslationKeys.ConvertMechanoids.Translate(),
defaultDesc = TranslationKeys.ConvertMechanoidsDesc.Translate(storedMechanoids.Count, Props.maxStorageCapacity),
defaultLabel = "转换机械族",
defaultDesc = $"将储存的机械族转换为其他单位 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_ConvertMechanoids"),
action = OpenSpawnInterface
};
if (storedMechanoids.Count == 0)
if (storedMechanoidCount == 0)
{
spawnCommand.Disable(TranslationKeys.ConvertMechanoidsDisabled.Translate());
spawnCommand.Disable("没有可用的机械族");
}
yield return spawnCommand;
}
// 回收附近机械族
public void RecycleNearbyMechanoids()
{
if (storedMechanoidCount >= Props.maxStorageCapacity)
{
Messages.Message("储存器已满", MessageTypeDefOf.RejectInput);
return;
}
List<Pawn> nearbyMechs = FindNearbyRecyclableMechanoids();
if (nearbyMechs.Count == 0)
{
Messages.Message("附近没有可回收的机械族", MessageTypeDefOf.RejectInput);
return;
}
int assignedCount = 0;
foreach (Pawn mech in nearbyMechs)
{
if (StartRecycleJob(mech))
{
assignedCount++;
}
}
Messages.Message($"已命令 {assignedCount} 个机械族前来回收", MessageTypeDefOf.PositiveEvent);
}
private List<Pawn> FindNearbyRecyclableMechanoids()
{
List<Pawn> result = new List<Pawn>();
CellRect searchRect = CellRect.CenteredOn(Position, Props.recycleRange);
foreach (Pawn pawn in Map.mapPawns.AllPawnsSpawned)
{
if (searchRect.Contains(pawn.Position) &&
IsRecyclableMechanoid(pawn) &&
!IsAlreadyGoingToRecycler(pawn) &&
pawn.CanReach(this, PathEndMode.InteractionCell, Danger.Some))
{
result.Add(pawn);
}
}
return result;
}
private bool IsRecyclableMechanoid(Pawn pawn)
{
return pawn.RaceProps.IsMechanoid &&
Props.recyclableRaces.Contains(pawn.def) &&
!pawn.Downed &&
pawn.Faction == Faction;
}
private bool IsAlreadyGoingToRecycler(Pawn mech)
{
Job curJob = mech.CurJob;
if (curJob != null && curJob.def == Props.recycleJobDef && curJob.targetA.Thing == this)
return true;
return false;
}
private bool StartRecycleJob(Pawn mech)
{
if (IsAlreadyGoingToRecycler(mech))
return false;
Job job = JobMaker.MakeJob(Props.recycleJobDef, this);
if (mech.jobs.TryTakeOrderedJob(job))
{
return true;
}
return false;
}
public override string GetInspectString()
{
@@ -358,27 +312,39 @@ namespace WulaFallenEmpire
stringBuilder.Append(baseString);
}
string storedInfo = TranslationKeys.StoredInfo.Translate(storedMechanoids.Count, Props.maxStorageCapacity);
string storedInfo = $"储存机械族: {storedMechanoidCount}/{Props.maxStorageCapacity}";
if (stringBuilder.Length > 0)
stringBuilder.AppendLine();
stringBuilder.Append(storedInfo);
// 显示冷却状态
if (IsCooldownActive)
{
stringBuilder.AppendLine();
stringBuilder.Append($"转换冷却: {GetRemainingCooldownHours():F1} 小时");
}
return stringBuilder.ToString();
}
public float GetRemainingCooldownHours()
{
int remainingTicks = (24 * 2500) - (Find.TickManager.TicksGame - spawnTick);
return Mathf.Max(0, remainingTicks / 2500f);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Collections.Look(ref storedMechanoids, "storedMechanoids", LookMode.Reference);
Scribe_Collections.Look(ref spawnQueue, "spawnQueue", LookMode.Deep);
Scribe_Values.Look(ref storedMechanoidCount, "storedMechanoidCount", 0);
Scribe_Values.Look(ref spawnTick, "spawnTick", 0);
Scribe_Values.Look(ref initialUnitsSpawned, "initialUnitsSpawned", false);
Scribe_Collections.Look(ref spawnQueue, "spawnQueue", LookMode.Deep);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
storedMechanoids?.RemoveAll(pawn => pawn == null);
if (spawnQueue == null)
spawnQueue = new Queue<PawnGenerationRequest>();
}

View File

@@ -1,42 +1,35 @@
// CompProperties_MechanoidRecycler.cs (简化)
using System.Collections.Generic;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
// 初始单位配置类
public class InitialUnitConfig
{
public PawnKindDef pawnKindDef;
public int count = 1;
}
public class CompProperties_MechanoidRecycler : CompProperties
{
// 回收相关
public List<ThingDef> recyclableRaces = new List<ThingDef>();
public int recycleRange = 15;
public JobDef recycleJobDef;
public int maxStorageCapacity = 5;
// 生成相关
public List<PawnKindDef> spawnablePawnKinds = new List<PawnKindDef>();
// 初始单位配置
public List<InitialUnitConfig> initialUnits = new List<InitialUnitConfig>();
// 归属权配置
public Faction ownershipFaction = null; // 如果为null则默认使用玩家派系
public CompProperties_MechanoidRecycler()
{
compClass = typeof(CompMechanoidRecycler);
}
}
// 空的组件类,用于属性存储
public class CompMechanoidRecycler : ThingComp
{
// 组件逻辑主要在建筑类中实现
// 组件,用于属性存储
}
}

View File

@@ -0,0 +1,21 @@
// CompProperties_TransformAtFullCapacity.cs
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_TransformAtFullCapacity : CompProperties
{
public PawnKindDef targetPawnKind;
public int requiredCapacity = 5;
public string gizmoLabel = "转换为机械单位";
public string gizmoDesc = "将储存的机械族转换为一个强大的机械单位。";
public string gizmoIconPath;
public CompProperties_TransformAtFullCapacity()
{
compClass = typeof(CompTransformAtFullCapacity);
}
}
}

View File

@@ -0,0 +1,21 @@
// CompProperties_TransformIntoBuilding.cs
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_TransformIntoBuilding : CompProperties
{
public ThingDef targetBuildingDef;
public string gizmoLabel = "部署为建筑";
public string gizmoDesc = "转换为功能建筑形态。";
public string gizmoIconPath;
public CompProperties_TransformIntoBuilding()
{
compClass = typeof(CompTransformIntoBuilding);
}
}
}

View File

@@ -0,0 +1,172 @@
using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CompTransformAtFullCapacity : ThingComp
{
private CompProperties_TransformAtFullCapacity Props => (CompProperties_TransformAtFullCapacity)props;
// 存储转换前的计数,用于恢复
private int storedCountAtTransform = 0;
public Building_MechanoidRecycler Recycler => parent as Building_MechanoidRecycler;
public bool IsCooldownActive => Recycler?.IsCooldownActive ?? false;
public bool IsAtFullCapacity => Recycler?.StoredCount >= Props.requiredCapacity;
public override void Initialize(CompProperties props)
{
base.Initialize(props);
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref storedCountAtTransform, "storedCountAtTransform", 0);
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (parent.Faction == Faction.OfPlayer && Recycler != null)
{
Command_Action command = new Command_Action
{
defaultLabel = Props.gizmoLabel,
defaultDesc = GetGizmoDescription(),
icon = GetGizmoIcon(),
action = TransformToPawn
};
// 禁用条件
if (IsCooldownActive)
{
command.Disable($"建筑刚部署,需要等待 {Recycler.GetRemainingCooldownHours():F1} 小时后才能转换");
}
else if (!IsAtFullCapacity)
{
command.Disable($"需要储存 {Props.requiredCapacity} 个机械族,当前: {Recycler.StoredCount}/{Props.requiredCapacity}");
}
yield return command;
}
}
private string GetGizmoDescription()
{
string desc = Props.gizmoDesc;
if (IsCooldownActive)
{
desc += $"\n\n冷却时间剩余: {Recycler.GetRemainingCooldownHours():F1} 小时";
}
desc += $"\n目标单位: {Props.targetPawnKind.LabelCap}";
return desc;
}
private Texture2D GetGizmoIcon()
{
if (!Props.gizmoIconPath.NullOrEmpty())
{
return ContentFinder<Texture2D>.Get(Props.gizmoIconPath);
}
return TexCommand.ReleaseAnimals;
}
public void NotifyStorageUpdated()
{
// 当存储更新时,可以触发视觉效果
if (IsAtFullCapacity && !IsCooldownActive)
{
// 播放满容量提示效果
//MoteMaker.ThrowLightningGlow(parent.DrawPos, parent.Map, 2f);
}
}
public void TransformToPawn()
{
if (Recycler == null || !parent.Spawned)
return;
Map map = parent.Map;
IntVec3 position = parent.Position;
Faction faction = parent.Faction;
// 存储当前的机械族计数(用于恢复)
storedCountAtTransform = Recycler.StoredCount;
// 消耗存储的机械族
if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
{
Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
return;
}
// 生成目标Pawn
PawnGenerationRequest request = new PawnGenerationRequest(
Props.targetPawnKind,
faction,
PawnGenerationContext.NonPlayer,
-1,
forceGenerateNewPawn: true,
allowDead: false,
allowDowned: false,
canGeneratePawnRelations: false,
mustBeCapableOfViolence: true
);
Pawn newPawn = PawnGenerator.GeneratePawn(request);
// 添加转换组件并设置恢复数据
var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
if (transformComp != null)
{
transformComp.SetRestoreData(parent.def, storedCountAtTransform);
}
else
{
// 动态添加组件
var compProps = new CompProperties_TransformIntoBuilding
{
targetBuildingDef = parent.def
};
transformComp = new CompTransformIntoBuilding();
transformComp.parent = newPawn;
transformComp.props = compProps;
newPawn.AllComps.Add(transformComp);
transformComp.Initialize(compProps);
transformComp.SetRestoreData(parent.def, storedCountAtTransform);
}
// 移除建筑
parent.DeSpawn(DestroyMode.Vanish);
// 生成Pawn
GenSpawn.Spawn(newPawn, position, map, WipeMode.Vanish);
// 选中新生成的Pawn
if (Find.Selector.IsSelected(parent))
{
Find.Selector.Select(newPawn);
}
Messages.Message($"{parent.Label} 已转换为 {newPawn.LabelCap}", MessageTypeDefOf.PositiveEvent);
// 播放转换效果
PlayTransformEffects(position, map);
}
private void PlayTransformEffects(IntVec3 position, Map map)
{
//// 播放转换视觉效果
//for (int i = 0; i < 3; i++)
//{
// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
// MoteMaker.ThrowLightningGlow(position.ToVector3Shifted(), map, 2f);
//}
//// 播放音效
//SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(position, map));
}
}
}

View File

@@ -0,0 +1,170 @@
using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CompTransformIntoBuilding : ThingComp
{
private CompProperties_TransformIntoBuilding Props => (CompProperties_TransformIntoBuilding)props;
private Pawn Pawn => (Pawn)parent;
// 恢复数据
private ThingDef restoreBuildingDef;
private int restoreMechanoidCount;
public override void Initialize(CompProperties props)
{
base.Initialize(props);
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Defs.Look(ref restoreBuildingDef, "restoreBuildingDef");
Scribe_Values.Look(ref restoreMechanoidCount, "restoreMechanoidCount", 0);
}
// 设置恢复数据
public void SetRestoreData(ThingDef buildingDef, int mechanoidCount)
{
restoreBuildingDef = buildingDef;
restoreMechanoidCount = mechanoidCount;
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (parent.Faction == Faction.OfPlayer && Pawn != null)
{
Command_Action command = new Command_Action
{
defaultLabel = Props.gizmoLabel,
defaultDesc = GetGizmoDescription(),
icon = GetGizmoIcon(),
action = TransformToBuilding
};
// 检查是否可以转换
if (!CanTransformNow())
{
command.Disable("无法在当前位置转换");
}
yield return command;
}
}
private string GetGizmoDescription()
{
string desc = Props.gizmoDesc;
if (restoreBuildingDef != null)
{
desc += $"\n\n将恢复为: {restoreBuildingDef.LabelCap}";
}
return desc;
}
private Texture2D GetGizmoIcon()
{
if (!Props.gizmoIconPath.NullOrEmpty())
{
return ContentFinder<Texture2D>.Get(Props.gizmoIconPath);
}
return TexCommand.Install;
}
private bool CanTransformNow()
{
if (parent == null || !parent.Spawned)
return false;
// 检查空间是否足够
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
if (buildingDef == null)
return false;
foreach (IntVec3 cell in GenAdj.CellsOccupiedBy(Pawn.Position, Rot4.North, buildingDef.Size))
{
if (!cell.InBounds(Pawn.Map) || !cell.Walkable(Pawn.Map) || cell.GetEdifice(Pawn.Map) != null)
{
return false;
}
}
return true;
}
public void TransformToBuilding()
{
if (Pawn == null || !Pawn.Spawned)
return;
Map map = Pawn.Map;
IntVec3 position = Pawn.Position;
Faction faction = Pawn.Faction;
// 确定要生成的建筑类型
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
if (buildingDef == null)
{
Messages.Message("无法确定目标建筑类型", MessageTypeDefOf.RejectInput);
return;
}
// 移除Pawn
Pawn.DeSpawn(DestroyMode.Vanish);
// 生成建筑
Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, position, map, WipeMode.Vanish);
newBuilding.SetFaction(faction);
// 恢复机械族计数
var recycler = newBuilding as Building_MechanoidRecycler;
if (recycler != null && restoreMechanoidCount > 0)
{
recycler.SetMechanoidCount(restoreMechanoidCount);
}
// 添加建筑转换组件
var transformComp = newBuilding.TryGetComp<CompTransformAtFullCapacity>();
if (transformComp == null)
{
// 动态添加组件
var compProps = new CompProperties_TransformAtFullCapacity
{
targetPawnKind = Pawn.kindDef
};
transformComp = new CompTransformAtFullCapacity();
transformComp.parent = newBuilding;
transformComp.props = compProps;
newBuilding.AllComps.Add(transformComp);
transformComp.Initialize(compProps);
}
// 选中新生成的建筑
if (Find.Selector.IsSelected(Pawn))
{
Find.Selector.Select(newBuilding);
}
Messages.Message($"{Pawn.LabelCap} 已部署为 {newBuilding.Label}", MessageTypeDefOf.PositiveEvent);
// 播放转换效果
PlayTransformEffects(position, map);
}
private void PlayTransformEffects(IntVec3 position, Map map)
{
//// 播放转换视觉效果
//for (int i = 0; i < 3; i++)
//{
// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
// MoteMaker.ThrowMicroSparks(position.ToVector3Shifted(), map);
//}
//// 播放音效
//SoundDefOf.MechClusterDefeated.PlayOneShot(new TargetInfo(position, map));
}
}
}

View File

@@ -208,11 +208,8 @@ namespace WulaFallenEmpire
yield return new DroneGizmo(this);
}
// 更换武器按钮(仅当有装备武器时显示)
if (MechPawn.equipment?.Primary != null)
{
yield return CreateWeaponSwitchGizmo();
}
// 更换武器按钮
yield return CreateWeaponSwitchGizmo();
}
/// <summary>

View File

@@ -122,6 +122,10 @@
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WulaSkyfallerWorldComponent.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompProperties_StorageTurret.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompProperties_TransformAtFullCapacity.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompProperties_TransformIntoBuilding.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompTransformAtFullCapacity.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompTransformIntoBuilding.cs" />
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
<Compile Include="EventSystem\Condition\ConditionBase.cs" />
<Compile Include="EventSystem\Condition\Condition_FlagExists.cs" />