using Verse; namespace WulaFallenEmpire { public class TrackingBulletDef : DefModExtension { public float homingSpeed = 0.1f; // 追踪速度,值越大追踪越灵敏 public float initRotateAngle = 0f; // 初始旋转角度 public float impactThreshold = 0.5f; // 强制命中阈值,子弹与目标距离小于此值时强制命中 public FleckDef tailFleckDef; // 拖尾特效的FleckDef public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成间隔(tick) public int fleckDelayTicks = 10; // 拖尾特效延迟生成时间(tick) public IntRange fleckMakeFleckNum = new IntRange(1, 1); // 每次生成拖尾特效的数量 public FloatRange fleckAngle = new FloatRange(-180f, 180f); // 拖尾特效的初始角度范围 public FloatRange fleckScale = new FloatRange(1f, 1f); // 拖尾特效的缩放范围 public FloatRange fleckSpeed = new FloatRange(0f, 0f); // 拖尾特效的初始速度范围 public FloatRange fleckRotation = new FloatRange(-180f, 180f); // 拖尾特效的旋转速度范围 public IntRange destroyTicksAfterLosingTrack = new IntRange(60, 120); // 失去追踪后多少tick自毁 } }