using System.Collections.Generic; using RimWorld; using UnityEngine; using Verse; namespace WulaFallenEmpire { // 在 Wula_PathPierce_Extension 类中添加粒子特效相关的属性 public class Wula_PathPierce_Extension : DefModExtension { // 原有的穿透属性 public int maxHits = 3; public float damageFalloff = 0.25f; public bool preventFriendlyFire = false; public FleckDef tailFleckDef; public int fleckDelayTicks = 10; // 新增的击中特效属性(来自 Projectile_BulletWithEffect_Extension) public EffecterDef impactEffecter; // 击中时的特效 } public class Projectile_WulaLineAttack : Bullet { private int hitCounter = 0; private List alreadyDamaged = new List(); private Vector3 lastTickPosition; private int Fleck_MakeFleckTick; public int Fleck_MakeFleckTickMax = 1; public IntRange Fleck_MakeFleckNum = new IntRange(1, 1); public FloatRange Fleck_Angle = new FloatRange(-180f, 180f); public FloatRange Fleck_Scale = new FloatRange(1f, 1f); public FloatRange Fleck_Speed = new FloatRange(0f, 0f); public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f); private Wula_PathPierce_Extension Props => def.GetModExtension(); public override void ExposeData() { base.ExposeData(); Scribe_Values.Look(ref hitCounter, "hitCounter", 0); Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference); Scribe_Values.Look(ref lastTickPosition, "lastTickPosition"); if (alreadyDamaged == null) { alreadyDamaged = new List(); } } public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null) { base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef); this.lastTickPosition = origin; this.alreadyDamaged.Clear(); this.hitCounter = 0; this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false); } protected override void Tick() { Vector3 startPos = this.lastTickPosition; base.Tick(); if (this.Destroyed) return; this.Fleck_MakeFleckTick++; if (this.Fleck_MakeFleckTick >= Props.fleckDelayTicks) { if (this.Fleck_MakeFleckTick >= (Props.fleckDelayTicks + this.Fleck_MakeFleckTickMax)) { this.Fleck_MakeFleckTick = Props.fleckDelayTicks; } Map map = base.Map; int randomInRange = this.Fleck_MakeFleckNum.RandomInRange; Vector3 currentPosition = this.ExactPosition; for (int i = 0; i < randomInRange; i++) { float currentBulletAngle = ExactRotation.eulerAngles.y; float fleckRotationAngle = currentBulletAngle; float velocityAngle = this.Fleck_Angle.RandomInRange + currentBulletAngle; float randomInRange2 = this.Fleck_Scale.RandomInRange; float randomInRange3 = this.Fleck_Speed.RandomInRange; if (Props?.tailFleckDef != null) { FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2); dataStatic.rotation = fleckRotationAngle; dataStatic.rotationRate = this.Fleck_Rotation.RandomInRange; dataStatic.velocityAngle = velocityAngle; dataStatic.velocitySpeed = randomInRange3; map.flecks.CreateFleck(dataStatic); } } } if (this.Destroyed) return; Vector3 endPos = this.ExactPosition; CheckPathForDamage(startPos, endPos); this.lastTickPosition = endPos; } protected override void Impact(Thing hitThing, bool blockedByShield = false) { // 原有的穿透检测 CheckPathForDamage(lastTickPosition, this.ExactPosition); if (hitThing != null && alreadyDamaged.Contains(hitThing)) { base.Impact(null, blockedByShield); } else { base.Impact(hitThing, blockedByShield); } // 新增:触发击中特效(来自 Projectile_BulletWithEffect 的功能) if (Props?.impactEffecter != null) { // 创建一个新的 Effecter 实例并触发 Effecter effecter = Props.impactEffecter.Spawn(); effecter.Trigger(new TargetInfo(this.ExactPosition.ToIntVec3(), this.launcher.Map, false), this.launcher); // 可选:在一段时间后清理 Effecter // 这里我们使用一个临时的 Effecter,所以不需要手动清理 } } private void CheckPathForDamage(Vector3 startPos, Vector3 endPos) { if (startPos == endPos) return; int maxHits = Props?.maxHits ?? 1; bool infinitePenetration = maxHits < 0; if (!infinitePenetration && hitCounter >= maxHits) return; Map map = this.Map; float distance = Vector3.Distance(startPos, endPos); Vector3 direction = (endPos - startPos).normalized; for (float i = 0; i < distance; i += 0.8f) { if (!infinitePenetration && hitCounter >= maxHits) break; Vector3 checkPos = startPos + direction * i; var thingsInCell = new HashSet(map.thingGrid.ThingsListAt(checkPos.ToIntVec3())); foreach (Thing thing in thingsInCell) { if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn)) { bool shouldDamage = false; if (this.intendedTarget.Thing == pawn) { shouldDamage = true; } else if (pawn.HostileTo(this.launcher)) { shouldDamage = true; } else if (!this.preventFriendlyFire) { shouldDamage = true; } if (shouldDamage) { ApplyPathDamage(pawn); if (!infinitePenetration && hitCounter >= maxHits) break; } } } } } private void ApplyPathDamage(Pawn pawn) { Wula_PathPierce_Extension props = Props; float falloff = props?.damageFalloff ?? 0.25f; float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter); int damageAmount = (int)(this.DamageAmount * damageMultiplier); if (damageAmount <= 0) return; var dinfo = new DamageInfo( this.def.projectile.damageDef, damageAmount, this.ArmorPenetration * damageMultiplier, this.ExactRotation.eulerAngles.y, this.launcher, null, this.equipmentDef, DamageInfo.SourceCategory.ThingOrUnknown, this.intendedTarget.Thing); pawn.TakeDamage(dinfo); alreadyDamaged.Add(pawn); hitCounter++; } } }