using System.Collections.Generic; using RimWorld; using UnityEngine; using Verse; namespace WulaFallenEmpire { public class Projectile_NorthArcTrail : Projectile_Explosive { // --- 弹道部分变量 --- // 通过ModExtension配置的向北偏移高度 public float northOffsetDistance = 0f; private Vector3 exactPositionInt; // 用于存储我们自己计算的位置 private float curveSteepness = 1f; private Vector3 originPos; private Vector3 destinationPos; private Vector3 bezierControlPoint; private int ticksFlying; private int totalTicks; private bool initialized = false; // --- 尾迹部分变量 --- private TrackingBulletDef trackingDefInt; private int Fleck_MakeFleckTick; private Vector3 lastTickPosition; // 记录上一帧位置用于计算拖尾方向 // 获取 XML 中的扩展数据 public TrackingBulletDef TrackingDef { get { if (trackingDefInt == null) { trackingDefInt = def.GetModExtension(); if (trackingDefInt == null) { // 如果没配置,给一个空的默认值防止报错,或者只报错一次 trackingDefInt = new TrackingBulletDef(); } } return trackingDefInt; } } public override Vector3 ExactPosition => exactPositionInt; // 重写属性,让游戏获取我们计算的位置 public override Quaternion ExactRotation => Quaternion.LookRotation(GetCurrentDirection()); // 弹头朝向当前移动方向 public override void ExposeData() { base.ExposeData(); // 保存弹道数据 Scribe_Values.Look(ref originPos, "originPos"); Scribe_Values.Look(ref destinationPos, "destinationPos"); Scribe_Values.Look(ref bezierControlPoint, "bezierControlPoint"); Scribe_Values.Look(ref ticksFlying, "ticksFlying", 0); Scribe_Values.Look(ref totalTicks, "totalTicks", 0); Scribe_Values.Look(ref initialized, "initialized", false); Scribe_Values.Look(ref northOffsetDistance, "northOffsetDistance", 0f); Scribe_Values.Look(ref exactPositionInt, "exactPositionInt", Vector3.zero); Scribe_Values.Look(ref curveSteepness, "curveSteepness", 1f); // 保存尾迹数据 Scribe_Values.Look(ref Fleck_MakeFleckTick, "Fleck_MakeFleckTick", 0); Scribe_Values.Look(ref lastTickPosition, "lastTickPosition", Vector3.zero); } 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); // 获取北向偏移配置 NorthArcModExtension arcExtension = def.GetModExtension(); if (arcExtension != null) { northOffsetDistance = arcExtension.northOffsetDistance; curveSteepness = arcExtension.curveSteepness; } else { // 如果没有配置,则使用默认值,或者从 projectile.arcHeightFactor 获取参考值 northOffsetDistance = def.projectile.arcHeightFactor * 3; // 将arcHeightFactor转换为北向偏移距离 } // --- 初始化弹道 --- originPos = origin; destinationPos = usedTarget.CenterVector3; float speed = def.projectile.speed; if (speed <= 0) speed = 1f; // 计算直线距离估算时间 float distance = (originPos - destinationPos).MagnitudeHorizontal(); totalTicks = Mathf.CeilToInt(distance / speed * 100f); if (totalTicks < 1) totalTicks = 1; ticksFlying = 0; // 贝塞尔曲线计算: // 中点 Vector3 midPoint = (originPos + destinationPos) / 2f; // 顶点 (中点向北偏移 X 格) Vector3 apexPoint = midPoint + new Vector3(0, 0, northOffsetDistance); // 控制点 P1 = 2 * 顶点 - 中点 bezierControlPoint = 2f * apexPoint - midPoint; initialized = true; // 初始化我们自己的位置 exactPositionInt = origin; // --- 初始化尾迹 --- lastTickPosition = origin; } protected override void Tick() { // 首先调用base.Tick(),让它处理组件更新(比如拖尾特效)和ticksToImpact base.Tick(); // 如果base.Tick()已经处理了撞击,我们就不再继续 if (this.Destroyed) { return; } if (!initialized) { base.Tick(); return; } ticksFlying++; // 1. 计算当前帧的新位置 (贝塞尔曲线) float t = (float)ticksFlying / (float)totalTicks; if (t > 1f) t = 1f; float u = 1 - t; // 水平位移 (贝塞尔) Vector3 nextPos = (u * u * originPos) + (2 * u * t * bezierControlPoint) + (t * t * destinationPos); // 垂直高度 (抛物线) float arcHeight = def.projectile.arcHeightFactor * GenMath.InverseParabola(t); nextPos.y = arcHeight; // 检查边界 if (!nextPos.ToIntVec3().InBounds(base.Map)) { this.Destroy(); return; } // 更新我们自己的位置 exactPositionInt = nextPos; // 2. 处理拖尾特效 // 只有当这一帧移动了,且配置了 DefModExtension 时才生成 if (TrackingDef != null && TrackingDef.tailFleckDef != null) { Fleck_MakeFleckTick++; // 检查生成间隔 if (Fleck_MakeFleckTick >= TrackingDef.fleckDelayTicks) { // 简单的循环计时重置逻辑 if (Fleck_MakeFleckTick >= (TrackingDef.fleckDelayTicks + TrackingDef.fleckMakeFleckTickMax)) { Fleck_MakeFleckTick = TrackingDef.fleckDelayTicks; } Map map = base.Map; // 只有当在地图内时才生成 if (map != null) { int count = TrackingDef.fleckMakeFleckNum.RandomInRange; Vector3 currentPosition = this.ExactPosition; Vector3 previousPosition = lastTickPosition; // 仅当有位移时才计算角度,防止原地鬼畜 if ((currentPosition - previousPosition).MagnitudeHorizontalSquared() > 0.0001f) { float moveAngle = (currentPosition - previousPosition).AngleFlat(); for (int i = 0; i < count; i++) { // 这里的逻辑完全照搬原来的 BulletWithTrail float velocityAngle = TrackingDef.fleckAngle.RandomInRange + moveAngle; FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, TrackingDef.tailFleckDef, TrackingDef.fleckScale.RandomInRange); dataStatic.rotation = moveAngle; // 粒子朝向跟随移动方向 dataStatic.rotationRate = TrackingDef.fleckRotation.RandomInRange; dataStatic.velocityAngle = velocityAngle; dataStatic.velocitySpeed = TrackingDef.fleckSpeed.RandomInRange; map.flecks.CreateFleck(dataStatic); } } } } } // 3. 更新上一帧位置 lastTickPosition = nextPos; // 4. 判定到达目标或倒计时爆炸 if (ticksFlying >= totalTicks) { Impact(null); return; } } // 计算当前位置的切线方向 private Vector3 GetCurrentDirection() { if (!initialized || totalTicks <= 0) { return destinationPos - originPos; } float t = (float)ticksFlying / (float)totalTicks; if (t > 1f) t = 1f; // 计算贝塞尔曲线的导数(切线向量) // 对于二次贝塞尔曲线 B(t) = (1-t)²P₀ + 2(1-t)tP₁ + t²P₂ // 导数 B'(t) = 2(1-t)(P₁-P₀) + 2t(P₂-P₁) float u = 1 - t; Vector3 tangent = 2 * u * (bezierControlPoint - originPos) + 2 * t * (destinationPos - bezierControlPoint); // 如果切线向量为零,则使用默认方向 if (tangent.MagnitudeHorizontalSquared() < 0.0001f) { return (destinationPos - originPos).normalized; } return tangent.normalized; } protected override void Impact(Thing hitThing, bool blockedByShield = false) { base.Impact(hitThing, blockedByShield); } } }