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This commit is contained in:
@@ -21,42 +21,205 @@ namespace WulaFallenEmpire
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private bool drawInterceptCone;
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public CompProperties_AreaShield Props => (CompProperties_AreaShield)props;
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// 回退机制:支持装备和普通物品
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public Pawn Wearer => (parent as Apparel)?.Wearer;
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public bool IsEquipment => parent is Apparel;
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public bool IsStandalone => !IsEquipment;
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// 获取护盾持有者(回退机制)
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public Thing Holder => IsEquipment ? (Thing)Wearer : parent;
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public bool IsOnCooldown => ticksToReset > 0;
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public int HitPointsMax => Props.baseHitPoints;
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private bool initialized = false;
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private StunHandler stunner;
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// 新增:移动状态检测
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public bool IsWearerMoving
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// 材质定义
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private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
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private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
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private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
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private const float TextureActualRingSizeFactor = 1.1601562f;
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private static readonly Color InactiveColor = new Color(0.2f, 0.2f, 0.2f);
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// 护盾绘制方法 - 参考原版实现
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public override void CompDrawWornExtras()
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{
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base.CompDrawWornExtras();
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if (!IsEquipment) return; // 只有装备使用这个方法
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DrawShield();
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}
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public override void PostDraw()
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{
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base.PostDraw();
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if (IsEquipment) return; // 装备使用 CompDrawWornExtras
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DrawShield();
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}
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/// <summary>
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/// 统一的护盾绘制方法 - 参考原版实现
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/// </summary>
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private void DrawShield()
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{
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if (!Active || Holder?.Map == null || Holder.Destroyed)
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return;
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Vector3 drawPos = GetHolderDrawPos();
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drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
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float currentAlpha = GetCurrentAlpha();
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if (currentAlpha > 0f)
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{
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// 参考原版:未激活但被选中时使用灰色
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Color color = (!Active && Find.Selector.IsSelected(parent)) ? InactiveColor : Props.color;
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color.a *= currentAlpha;
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MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
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Matrix4x4 matrix = default;
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float scale = Props.radius * 2f * TextureActualRingSizeFactor;
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matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(scale, 1f, scale));
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Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
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}
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// 添加拦截锥形效果
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float coneAlpha = GetCurrentConeAlpha();
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if (coneAlpha > 0f)
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{
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Color color = Props.color;
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color.a *= coneAlpha;
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MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
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Matrix4x4 matrix = default;
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float scale = Props.radius * 2f;
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matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(scale, 1f, scale));
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Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
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}
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}
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/// <summary>
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/// 获取当前透明度 - 参考原版的多状态叠加
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/// </summary>
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private float GetCurrentAlpha()
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{
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// 多个透明度来源叠加,取最大值
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return Mathf.Max(
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Mathf.Max(
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Mathf.Max(
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GetCurrentAlpha_Idle(),
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GetCurrentAlpha_Selected()
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),
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GetCurrentAlpha_RecentlyIntercepted()
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),
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0.1f // 最小透明度
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);
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}
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/// <summary>
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/// 空闲状态透明度
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/// </summary>
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private float GetCurrentAlpha_Idle()
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{
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if (!Active) return 0f;
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// 固定物品:始终显示空闲状态
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if (IsStandalone)
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{
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// 脉冲效果
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return Mathf.Lerp(0.3f, 0.6f,
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(Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
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}
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// 装备:只在特定条件下显示
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else if (IsEquipment)
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{
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// 装备护盾只在以下情况显示空闲状态:
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if (Holder is Pawn pawn)
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{
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if (pawn.Drafted || pawn.InAggroMentalState ||
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(pawn.Faction != null && pawn.Faction.HostileTo(Faction.OfPlayer) && !pawn.IsPrisoner))
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{
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return Mathf.Lerp(0.3f, 0.6f,
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(Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
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}
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}
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}
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return 0f;
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}
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/// <summary>
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/// 被选中状态透明度 - 参考原版实现
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/// </summary>
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private float GetCurrentAlpha_Selected()
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{
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// 如果被选中,显示更高的透明度
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if (Find.Selector.IsSelected(parent) && Active)
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{
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return Mathf.Lerp(0.4f, 0.8f,
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(Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 96804938) + Time.realtimeSinceStartup * 2.5f) + 1f) / 2f);
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}
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return 0f;
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}
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/// <summary>
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/// 最近拦截状态透明度
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/// </summary>
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private float GetCurrentAlpha_RecentlyIntercepted()
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{
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int ticksSinceIntercept = Find.TickManager.TicksGame - lastInterceptTicks;
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return Mathf.Clamp01(1f - (float)ticksSinceIntercept / 40f) * 0.3f;
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}
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/// <summary>
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/// 拦截锥形透明度
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/// </summary>
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private float GetCurrentConeAlpha()
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{
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if (!drawInterceptCone) return 0f;
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int ticksSinceIntercept = Find.TickManager.TicksGame - lastInterceptTicks;
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return Mathf.Clamp01(1f - (float)ticksSinceIntercept / 40f) * 0.82f;
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}
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/// <summary>
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/// 获取持有者绘制位置(回退机制)
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/// </summary>
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private Vector3 GetHolderDrawPos()
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{
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if (Holder is Pawn pawn)
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return pawn.Drawer?.DrawPos ?? pawn.Position.ToVector3Shifted();
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else
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return Holder.DrawPos;
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}
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// 移动状态检测(仅对装备有效)
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public bool IsHolderMoving
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{
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get
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{
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if (IsStandalone) return false; // 固定物品不会移动
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if (Wearer == null || !Wearer.Spawned) return false;
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return Wearer.pather.Moving;
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}
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}
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// 修改Active属性:只有在立定时才激活
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// 修改Active属性:装备只有在立定时才激活,固定物品始终激活
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public bool Active
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{
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get
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{
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if (Wearer == null || !Wearer.Spawned || Wearer.Dead || Wearer.Downed || IsOnCooldown)
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if (Holder == null || !Holder.Spawned || Holder.Destroyed)
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return false;
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// 新增:只有在立定时才激活
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if (IsWearerMoving)
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if (Holder is Pawn pawn && (pawn.Dead || pawn.Downed))
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return false;
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if (IsOnCooldown)
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return false;
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// 装备:只有在立定时才激活
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if (IsEquipment && IsHolderMoving)
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return false;
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return true;
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}
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}
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// 材质定义
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private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
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private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
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private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
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public override void PostPostMake()
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{
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base.PostPostMake();
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@@ -84,7 +247,7 @@ namespace WulaFallenEmpire
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wasActiveLastCheck = isActive;
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}
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if (Wearer == null) return;
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if (Holder == null) return;
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if (IsOnCooldown)
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{
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@@ -125,14 +288,15 @@ namespace WulaFallenEmpire
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public bool TryIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
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{
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// 增强安全检查
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if (!Active || projectile == null || projectile.Destroyed || Wearer == null || Wearer.Map == null)
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if (!Active || projectile == null || projectile.Destroyed || Holder == null || Holder.Map == null)
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return false;
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if (currentHitPoints <= 0)
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return false;
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try
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{
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if (!GenGeo.IntersectLineCircleOutline(Wearer.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
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if (!GenGeo.IntersectLineCircleOutline(Holder.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
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{
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return false;
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}
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@@ -140,27 +304,27 @@ namespace WulaFallenEmpire
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return false;
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if (!projectile.def.projectile.flyOverhead && !Props.interceptGroundProjectiles)
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return false;
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if (projectile.Launcher != null && !projectile.Launcher.HostileTo(Wearer.Faction) && !Props.interceptNonHostileProjectiles)
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if (projectile.Launcher != null && !projectile.Launcher.HostileTo(Holder.Faction) && !Props.interceptNonHostileProjectiles)
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return false;
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lastInterceptTicks = Find.TickManager.TicksGame;
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// 记录拦截角度用于视觉效果
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lastInterceptAngle = projectile.ExactPosition.AngleToFlat(Wearer.TrueCenter());
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lastInterceptAngle = projectile.ExactPosition.AngleToFlat(GetHolderCenter());
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drawInterceptCone = true;
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// 尝试反射
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if (Props.canReflect && TryReflectProjectile(projectile, lastExactPos, newExactPos))
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{
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// 反射成功,播放反射特效
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Props.reflectEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Wearer.Map).Cleanup();
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Props.reflectEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Holder.Map).Cleanup();
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ApplyCosts(Props.reflectCost);
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return false; // 不销毁原抛射体,让它继续飞行(我们会在反射中销毁它)
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}
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else
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{
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// 普通拦截,播放拦截特效
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Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Wearer.Map).Cleanup();
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Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Holder.Map).Cleanup();
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ApplyCosts();
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return true; // 销毁抛射体
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}
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@@ -172,6 +336,17 @@ namespace WulaFallenEmpire
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}
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}
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/// <summary>
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/// 获取持有者中心位置(回退机制)
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/// </summary>
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private Vector3 GetHolderCenter()
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{
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if (Holder is Pawn pawn)
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return pawn.TrueCenter();
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else
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return Holder.DrawPos;
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}
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/// <summary>
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/// 尝试反射抛射体 - 现在会创建新的抛射体
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/// </summary>
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@@ -183,13 +358,14 @@ namespace WulaFallenEmpire
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// 检查反射概率
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if (Rand.Value > Props.reflectChance)
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return false;
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try
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{
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// 计算入射方向
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Vector3 incomingDirection = (newExactPos - lastExactPos).normalized;
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// 计算法线方向(从护盾中心到碰撞点)
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Vector3 normal = (newExactPos - Wearer.DrawPos).normalized;
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Vector3 normal = (newExactPos - GetHolderCenter()).normalized;
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// 计算反射方向(镜面反射)
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Vector3 reflectDirection = Vector3.Reflect(incomingDirection, normal);
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@@ -216,28 +392,34 @@ namespace WulaFallenEmpire
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{
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try
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{
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if (originalProjectile == null || originalProjectile.Destroyed || Wearer == null || Wearer.Map == null)
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if (originalProjectile == null || originalProjectile.Destroyed || Holder == null || Holder.Map == null)
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return false;
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// 计算新的发射位置(护盾位置附近)
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Vector3 spawnPosition = GetReflectSpawnPosition(collisionPoint);
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// 确保位置在地图内
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IntVec3 spawnCell = spawnPosition.ToIntVec3();
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if (!spawnCell.InBounds(Wearer.Map))
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if (!spawnCell.InBounds(Holder.Map))
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{
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spawnCell = Wearer.Position;
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spawnCell = Holder.Position;
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}
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// 计算新的目标位置
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Vector3 targetPosition = spawnCell.ToVector3Shifted() + reflectDirection * 30f;
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IntVec3 targetCell = targetPosition.ToIntVec3();
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// 创建新的抛射体
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Projectile newProjectile = (Projectile)GenSpawn.Spawn(originalProjectile.def, spawnCell, Wearer.Map);
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Projectile newProjectile = (Projectile)GenSpawn.Spawn(originalProjectile.def, spawnCell, Holder.Map);
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if (newProjectile == null)
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{
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Log.Warning("Failed to spawn reflected projectile");
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return false;
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}
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// 设置发射者为装备穿戴者
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Thing launcher = Wearer;
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// 设置发射者为护盾持有者
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Thing launcher = Holder;
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// 发射新抛射体
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newProjectile.Launch(
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launcher,
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@@ -247,11 +429,14 @@ namespace WulaFallenEmpire
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ProjectileHitFlags.All,
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false
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);
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// 复制重要的属性
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CopyProjectileProperties(originalProjectile, newProjectile);
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// 使用延迟销毁而不是立即销毁
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ReflectedProjectileManager.MarkForDelayedDestroy(originalProjectile);
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Log.Message($"反射抛射体: 由 {Wearer?.LabelShort} 从 {spawnCell} 向 {targetCell} 发射");
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Log.Message($"反射抛射体: 由 {Holder?.LabelShort} 从 {spawnCell} 向 {targetCell} 发射");
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return true;
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}
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catch (System.Exception ex)
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@@ -266,15 +451,15 @@ namespace WulaFallenEmpire
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/// </summary>
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private Vector3 GetReflectSpawnPosition(Vector3 collisionPoint)
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{
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if (Wearer == null)
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if (Holder == null)
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return collisionPoint;
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// 计算从护盾中心到碰撞点的方向
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Vector3 directionFromCenter = (collisionPoint - Wearer.DrawPos).normalized;
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Vector3 directionFromCenter = (collisionPoint - GetHolderCenter()).normalized;
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// 在护盾边界上生成(稍微向内一点避免立即再次碰撞)
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float spawnDistance = Props.radius * 0.9f;
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Vector3 spawnPosition = Wearer.DrawPos + directionFromCenter * spawnDistance;
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Vector3 spawnPosition = GetHolderCenter() + directionFromCenter * spawnDistance;
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return spawnPosition;
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}
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@@ -310,26 +495,26 @@ namespace WulaFallenEmpire
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public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
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{
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absorbed = false;
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if (!Active || Wearer == null) return;
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if (!Active || Holder == null) return;
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if (dinfo.Def.isRanged) return;
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if (dinfo.Instigator != null)
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{
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float distance = Wearer.Position.DistanceTo(dinfo.Instigator.Position);
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float distance = Holder.Position.DistanceTo(dinfo.Instigator.Position);
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if (distance > Props.radius) return;
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}
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if (currentHitPoints <= 0) return;
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Props.absorbEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
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Props.absorbEffecter?.Spawn(Holder.Position, Holder.Map).Cleanup();
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ApplyCosts();
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absorbed = true;
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}
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private void Break()
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{
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Props.breakEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
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Props.breakEffecter?.Spawn(Holder.Position, Holder.Map).Cleanup();
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ticksToReset = Props.rechargeDelay;
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currentHitPoints = 0;
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AreaShieldManager.NotifyShieldStateChanged(this);
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@@ -337,85 +522,50 @@ namespace WulaFallenEmpire
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private void Reset()
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{
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if (Wearer != null && Wearer.Spawned)
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if (Holder != null && Holder.Spawned)
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{
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Props.reactivateEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
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Props.reactivateEffecter?.Spawn(Holder.Position, Holder.Map).Cleanup();
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}
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currentHitPoints = HitPointsMax;
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AreaShieldManager.NotifyShieldStateChanged(this);
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}
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||||
// 护盾绘制方法 - 只有在立定时才绘制
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||||
public override void CompDrawWornExtras()
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{
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base.CompDrawWornExtras();
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||||
|
||||
// 修改:移动时不绘制护盾
|
||||
if (!Active || Wearer?.Map == null || !ShouldDisplay || IsWearerMoving)
|
||||
return;
|
||||
|
||||
Vector3 drawPos = Wearer.Drawer?.DrawPos ?? Wearer.Position.ToVector3Shifted();
|
||||
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
|
||||
|
||||
float alpha = GetCurrentAlpha();
|
||||
if (alpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= alpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default;
|
||||
|
||||
float scale = Props.radius * 2f * 1.1601562f;
|
||||
matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(scale, 1f, scale));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
|
||||
// 添加拦截锥形效果
|
||||
float coneAlpha = GetCurrentConeAlpha();
|
||||
if (coneAlpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= coneAlpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default;
|
||||
float scale = Props.radius * 2f;
|
||||
matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(scale, 1f, scale));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
}
|
||||
|
||||
// 显示条件
|
||||
// 显示条件 - 修改为固定物品始终显示,装备有条件显示
|
||||
protected bool ShouldDisplay
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Wearer == null || !Wearer.Spawned || Wearer.Dead || Wearer.Downed || !Active)
|
||||
if (Holder == null || !Holder.Spawned || Holder.Destroyed || !Active)
|
||||
return false;
|
||||
|
||||
if (Wearer.Drafted || Wearer.InAggroMentalState ||
|
||||
(Wearer.Faction != null && Wearer.Faction.HostileTo(Faction.OfPlayer) && !Wearer.IsPrisoner))
|
||||
|
||||
// 对于装备:只在特定条件下显示
|
||||
if (IsEquipment && Holder is Pawn pawn)
|
||||
{
|
||||
if (pawn.Dead || pawn.Downed)
|
||||
return false;
|
||||
|
||||
// 装备护盾只在以下情况显示:
|
||||
// 1. 穿戴者被选中
|
||||
// 2. 穿戴者处于战斗状态(征召状态或敌对)
|
||||
// 3. 穿戴者处于攻击性精神状态
|
||||
if (Find.Selector.IsSelected(pawn))
|
||||
return true;
|
||||
|
||||
if (pawn.Drafted || pawn.InAggroMentalState)
|
||||
return true;
|
||||
|
||||
if (pawn.Faction != null && pawn.Faction.HostileTo(Faction.OfPlayer) && !pawn.IsPrisoner)
|
||||
return true;
|
||||
}
|
||||
// 对于固定物品:始终显示(只要护盾激活)
|
||||
else if (IsStandalone)
|
||||
{
|
||||
return true;
|
||||
|
||||
if (Find.Selector.IsSelected(Wearer))
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private float GetCurrentAlpha()
|
||||
{
|
||||
float idleAlpha = Mathf.Lerp(0.3f, 0.6f, (Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
|
||||
float interceptAlpha = Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f);
|
||||
return Mathf.Max(idleAlpha, interceptAlpha);
|
||||
}
|
||||
|
||||
private float GetCurrentConeAlpha()
|
||||
{
|
||||
if (!drawInterceptCone) return 0f;
|
||||
return Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f) * 0.82f;
|
||||
}
|
||||
|
||||
private void EnsureInitialized()
|
||||
{
|
||||
if (initialized) return;
|
||||
@@ -433,7 +583,18 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
if (Wearer != null && Find.Selector.SingleSelectedThing == Wearer)
|
||||
if (IsEquipment && Wearer != null && Find.Selector.SingleSelectedThing == Wearer)
|
||||
{
|
||||
yield return new Gizmo_AreaShieldStatus { shield = this };
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
// 固定物品也显示护盾状态
|
||||
if (IsStandalone && Find.Selector.SingleSelectedThing == parent)
|
||||
{
|
||||
yield return new Gizmo_AreaShieldStatus { shield = this };
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user