using LudeonTK; using RimWorld; using UnityEngine; using Verse; namespace WulaFallenEmpire { // 定义了一个数据结构,用于从XML文件中加载我们的配置。 public class WulaHullDef : Def { // 以下所有 public 字段都会由RimWorld的加载系统自动从XML同名节点中填充。 public ThingDef targetDef; public ShaderTypeDef shaderType; public string texPath_Corner_NW; public string texPath_Corner_NE; public string texPath_Corner_SW; public string texPath_Corner_SE; public string texPath_Diagonal_NW; public string texPath_Diagonal_NE; public string texPath_Diagonal_SW; public string texPath_Diagonal_SE; // 提供一个全局静态访问点,方便在代码中随时获取配置,而无需传来传去。 public static WulaHullDef Current => DefDatabase.GetNamed("WulaHullConfig"); } // 这是核心的渲染类,继承自SectionLayer,负责在地图上绘制额外的视觉效果。 public class SectionLayer_WulaHull : SectionLayer { public enum CornerType { None, Corner_NW, Corner_NE, Corner_SW, Corner_SE, Diagonal_NW, Diagonal_NE, Diagonal_SW, Diagonal_SE } private static readonly Vector2[] UVs = { new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(1f, 0f) }; [TweakValue("WulaHullCorners", 0f, 2f)] private static float HullCornerScale = 2f; private static CachedMaterial mat_Corner_NW, mat_Corner_NE, mat_Corner_SW, mat_Corner_SE, mat_Diagonal_NW, mat_Diagonal_NE, mat_Diagonal_SW, mat_Diagonal_SE; private static readonly float cornerAltitude = AltitudeLayer.BuildingOnTop.AltitudeFor(); private static bool initalized; private static readonly IntVec3[] Directions = { IntVec3.North, IntVec3.East, IntVec3.South, IntVec3.West, IntVec3.North + IntVec3.West, IntVec3.North + IntVec3.East, IntVec3.South + IntVec3.East, IntVec3.South + IntVec3.West }; private static bool[] tmpChecks = new bool[Directions.Length]; // 获取要使用的着色器。优先从XML配置中读取,如果未配置则使用一个安全合理的默认值。 private static Shader WallShader => WulaHullDef.Current.shaderType?.Shader ?? ShaderDatabase.CutoutComplex; public override bool Visible => true; public SectionLayer_WulaHull(Section section) : base(section) { // 告诉游戏,当建筑、地形等发生变化时,需要重绘我们的图层。 relevantChangeTypes = (ulong)MapMeshFlagDefOf.Buildings | (ulong)MapMeshFlagDefOf.Terrain | (ulong)MapMeshFlagDefOf.Things | (ulong)MapMeshFlagDefOf.Roofs; } // 这是一个性能优化技巧,确保贴图和材质只在第一次使用时被加载和创建,而不是每次重绘都加载。 private static void EnsureInitialized() { if (!initalized) { initalized = true; WulaHullDef config = WulaHullDef.Current; mat_Corner_NW = new CachedMaterial(config.texPath_Corner_NW, WallShader); mat_Corner_NE = new CachedMaterial(config.texPath_Corner_NE, WallShader); mat_Corner_SW = new CachedMaterial(config.texPath_Corner_SW, WallShader); mat_Corner_SE = new CachedMaterial(config.texPath_Corner_SE, WallShader); mat_Diagonal_NW = new CachedMaterial(config.texPath_Diagonal_NW, WallShader); mat_Diagonal_NE = new CachedMaterial(config.texPath_Diagonal_NE, WallShader); mat_Diagonal_SW = new CachedMaterial(config.texPath_Diagonal_SW, WallShader); mat_Diagonal_SE = new CachedMaterial(config.texPath_Diagonal_SE, WallShader); } } // 游戏引擎会定期调用这个方法来更新和重绘我们的图层。 public override void Regenerate() { ClearSubMeshes(MeshParts.All); Map map = base.Map; TerrainGrid terrGrid = map.terrainGrid; foreach (IntVec3 item in section.CellRect) { if (ShouldDrawCornerPiece(item, map, terrGrid, out var cornerType, out var color)) { CachedMaterial material = GetMaterial(cornerType); IntVec3 offset = GetOffset(cornerType); bool addGravshipMask = false; bool addIndoorMask = IsCornerIndoorMasked(item, cornerType, map); AddQuad(material.Material, item + offset, HullCornerScale, cornerAltitude, color, addGravshipMask, addIndoorMask); } } FinalizeMesh(MeshParts.All); } // 这是整个框架的核心判断逻辑。 // 它检查给定的坐标,分析其周围8个方向的建筑,来决定是否需要绘制斜角,以及绘制哪种类型的斜角。 public static bool ShouldDrawCornerPiece(IntVec3 pos, Map map, TerrainGrid terrGrid, out CornerType cornerType, out Color color) { cornerType = CornerType.None; color = Color.white; if (pos.GetEdifice(map) != null) return false; TerrainDef terrainDef = terrGrid.FoundationAt(pos); if (terrainDef != null && terrainDef.IsSubstructure) return false; ThingDef targetDef = WulaHullDef.Current.targetDef; if (targetDef == null) { Log.ErrorOnce("WulaHullConfig has a null targetDef. Please check WulaHullDefs.xml.", 168168168); return false; } for (int i = 0; i < Directions.Length; i++) { tmpChecks[i] = (pos + Directions[i]).GetEdificeSafe(map)?.def == targetDef; } if (tmpChecks[0] && tmpChecks[3] && !tmpChecks[2] && !tmpChecks[1]) cornerType = (tmpChecks[4] ? CornerType.Corner_NW : CornerType.Diagonal_NW); else if (tmpChecks[0] && tmpChecks[1] && !tmpChecks[2] && !tmpChecks[3]) cornerType = (tmpChecks[5] ? CornerType.Corner_NE : CornerType.Diagonal_NE); else if (tmpChecks[2] && tmpChecks[1] && !tmpChecks[0] && !tmpChecks[3]) cornerType = (tmpChecks[6] ? CornerType.Corner_SE : CornerType.Diagonal_SE); else if (tmpChecks[2] && tmpChecks[3] && !tmpChecks[0] && !tmpChecks[1]) cornerType = (tmpChecks[7] ? CornerType.Corner_SW : CornerType.Diagonal_SW); if (cornerType == CornerType.None) return false; for (int j = 0; j < 4; j++) { if (tmpChecks[j]) { color = (pos + Directions[j]).GetEdificeSafe(map).DrawColor; break; } } return true; } private static CachedMaterial GetMaterial(CornerType edgeType) { EnsureInitialized(); switch (edgeType) { case CornerType.Corner_NW: return mat_Corner_NW; case CornerType.Corner_NE: return mat_Corner_NE; case CornerType.Corner_SW: return mat_Corner_SW; case CornerType.Corner_SE: return mat_Corner_SE; case CornerType.Diagonal_NW: return mat_Diagonal_NW; case CornerType.Diagonal_NE: return mat_Diagonal_NE; case CornerType.Diagonal_SW: return mat_Diagonal_SW; case CornerType.Diagonal_SE: return mat_Diagonal_SE; default: throw new System.ArgumentOutOfRangeException("edgeType", edgeType, null); } } private static IntVec3 GetOffset(CornerType cornerType) { switch (cornerType) { case CornerType.Corner_NE: case CornerType.Diagonal_NE: return new IntVec3(0, 0, 0); case CornerType.Corner_NW: case CornerType.Diagonal_NW: return new IntVec3(-1, 0, 0); case CornerType.Corner_SE: case CornerType.Diagonal_SE: return new IntVec3(0, 0, -1); case CornerType.Corner_SW: case CornerType.Diagonal_SW: return new IntVec3(-1, 0, -1); default: return IntVec3.Zero; } } private void AddQuad(Material mat, IntVec3 c, float scale, float altitude, Color color, bool addGravshipMask, bool addIndoorMask) { LayerSubMesh subMesh = GetSubMesh(mat); AddQuad(subMesh, c.ToVector3(), scale, altitude, color); if (addGravshipMask) { Texture2D srcTex = subMesh.material.mainTexture as Texture2D; Color color2 = subMesh.material.color; Material material = MaterialPool.MatFrom(srcTex, ShaderDatabase.GravshipMaskMasked, color2); AddQuad(GetSubMesh(material), c.ToVector3(), scale, altitude, color); } if (addIndoorMask) { Texture2D srcTex2 = subMesh.material.mainTexture as Texture2D; Color color3 = subMesh.material.color; Material material2 = MaterialPool.MatFrom(srcTex2, ShaderDatabase.IndoorMaskMasked, color3); AddQuad(GetSubMesh(material2), c.ToVector3(), scale, altitude, color); } } private static void AddQuad(LayerSubMesh sm, Vector3 c, float scale, float altitude, Color color) { int count = sm.verts.Count; // 添加微小的UV偏移来避免单像素黑边 const float uvOffset = 0.001f; Vector2[] adjustedUVs = new Vector2[] { new Vector2(uvOffset, uvOffset), new Vector2(uvOffset, 1f - uvOffset), new Vector2(1f - uvOffset, 1f - uvOffset), new Vector2(1f - uvOffset, uvOffset) }; for (int i = 0; i < 4; i++) { sm.verts.Add(new Vector3(c.x + UVs[i].x * scale, altitude, c.z + UVs[i].y * scale)); sm.uvs.Add(adjustedUVs[i]); // 使用调整后的UV坐标 sm.colors.Add(color); } sm.tris.Add(count); sm.tris.Add(count + 1); sm.tris.Add(count + 2); sm.tris.Add(count); sm.tris.Add(count + 2); sm.tris.Add(count + 3); } private static bool IsCornerIndoorMasked(IntVec3 c, CornerType cornerType, Map map) { switch (cornerType) { case CornerType.Corner_NE: case CornerType.Diagonal_NE: if (!c.Roofed(map)) return (c + IntVec3.East).Roofed(map); return true; case CornerType.Corner_NW: case CornerType.Diagonal_NW: if (!c.Roofed(map)) return (c + IntVec3.West).Roofed(map); return true; case CornerType.Corner_SE: case CornerType.Diagonal_SE: if (!c.Roofed(map)) return (c + IntVec3.East).Roofed(map); return true; case CornerType.Corner_SW: case CornerType.Diagonal_SW: if (!c.Roofed(map)) return (c + IntVec3.West).Roofed(map); return true; default: return false; } } } }