287 lines
10 KiB
C#
287 lines
10 KiB
C#
using RimWorld;
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using Verse;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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[StaticConstructorOnStartup]
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public class EnergyLance : ThingWithComps
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{
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// 移动相关属性
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public IntVec3 startPosition;
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public IntVec3 endPosition;
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public float moveDistance;
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public bool useFixedDistance;
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public float flightSpeed = 1f;
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public float currentProgress = 0f;
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public float altitude = 20f;
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// 伤害配置
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public int firesPerTick = 4;
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public float effectRadius = 15f;
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public int durationTicks = 600;
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private int ticksPassed = 0;
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// 移动状态
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private Vector3 exactPosition;
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private Vector3 moveDirection;
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private bool hasStarted = false;
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private bool hasCompleted = false;
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// 视觉效果
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private CompOrbitalBeam orbitalBeamComp;
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private Sustainer sustainer;
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// 伤害相关
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private static List<Thing> tmpThings = new List<Thing>();
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private static readonly IntRange FlameDamageAmountRange = new IntRange(65, 100);
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private static readonly IntRange CorpseFlameDamageAmountRange = new IntRange(5, 10);
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public Thing instigator;
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public ThingDef weaponDef;
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// 精确位置计算(基于FlyOver的逻辑)
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public override Vector3 DrawPos
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{
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get
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{
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Vector3 start = startPosition.ToVector3();
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Vector3 end = CalculateEndPosition();
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Vector3 basePos = Vector3.Lerp(start, end, currentProgress);
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basePos.y = altitude;
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return basePos;
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}
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}
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// 计算实际终点位置
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private Vector3 CalculateEndPosition()
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{
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if (useFixedDistance)
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{
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Vector3 direction = (endPosition.ToVector3() - startPosition.ToVector3()).normalized;
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return startPosition.ToVector3() + direction * moveDistance;
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}
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else
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{
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return endPosition.ToVector3();
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}
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}
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// 精确旋转
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public virtual Quaternion ExactRotation
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{
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get
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{
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Vector3 direction = (CalculateEndPosition() - startPosition.ToVector3()).normalized;
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return Quaternion.LookRotation(direction.Yto0());
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}
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}
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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{
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base.SpawnSetup(map, respawningAfterLoad);
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orbitalBeamComp = GetComp<CompOrbitalBeam>();
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if (!respawningAfterLoad)
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{
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base.Position = startPosition;
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hasStarted = true;
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// 计算移动方向
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Vector3 endPos = CalculateEndPosition();
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moveDirection = (endPos - startPosition.ToVector3()).normalized;
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// 初始化光束组件
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if (orbitalBeamComp != null)
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{
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// 使用反射调用StartAnimation方法
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StartOrbitalBeamAnimation();
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}
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// 开始音效
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StartSound();
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Log.Message($"[EnergyLance] Spawned at {startPosition}, moving to {endPosition}, " +
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$"distance: {moveDistance}, fixed: {useFixedDistance}");
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}
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}
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// 使用反射调用StartAnimation方法
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private void StartOrbitalBeamAnimation()
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{
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var startAnimationMethod = orbitalBeamComp.GetType().GetMethod("StartAnimation");
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if (startAnimationMethod != null)
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{
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startAnimationMethod.Invoke(orbitalBeamComp, new object[] { durationTicks, 10, 0f });
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Log.Message("[EnergyLance] Orbital beam animation started");
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}
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else
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{
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Log.Warning("[EnergyLance] Could not find StartAnimation method on CompOrbitalBeam");
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}
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}
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private void StartSound()
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{
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var soundProp = orbitalBeamComp?.GetType().GetProperty("Props")?.GetValue(orbitalBeamComp);
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if (soundProp != null)
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{
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var soundField = soundProp.GetType().GetField("sound");
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if (soundField != null)
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{
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SoundDef soundDef = soundField.GetValue(soundProp) as SoundDef;
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if (soundDef != null)
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{
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sustainer = soundDef.TrySpawnSustainer(SoundInfo.InMap(this, MaintenanceType.PerTick));
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}
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}
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}
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}
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protected override void Tick()
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{
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base.Tick();
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if (!hasStarted || hasCompleted)
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return;
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ticksPassed++;
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// 更新移动进度
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UpdateMovement();
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// 造成伤害
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for (int i = 0; i < firesPerTick; i++)
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{
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StartRandomFireAndDoFlameDamage();
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}
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// 更新音效
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sustainer?.Maintain();
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// 检查是否完成
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if (ticksPassed >= durationTicks || currentProgress >= 1f)
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{
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CompleteEnergyLance();
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}
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}
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private void UpdateMovement()
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{
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// 计算总距离
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float totalDistance = useFixedDistance ? moveDistance : Vector3.Distance(startPosition.ToVector3(), endPosition.ToVector3());
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// 计算移动速度(基于持续时间和总距离)
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float progressPerTick = 1f / durationTicks;
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currentProgress += progressPerTick;
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currentProgress = Mathf.Clamp01(currentProgress);
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// 更新精确位置
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exactPosition = Vector3.Lerp(startPosition.ToVector3(), CalculateEndPosition(), currentProgress);
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// 更新格子位置
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IntVec3 newCell = new IntVec3(
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Mathf.RoundToInt(exactPosition.x),
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Mathf.RoundToInt(exactPosition.y),
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Mathf.RoundToInt(exactPosition.z)
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);
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if (newCell != base.Position && newCell.InBounds(base.Map))
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{
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base.Position = newCell;
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}
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}
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private void StartRandomFireAndDoFlameDamage()
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{
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IntVec3 targetCell = (from x in GenRadial.RadialCellsAround(base.Position, effectRadius, useCenter: true)
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where x.InBounds(base.Map)
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select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / effectRadius, 1f) + 0.05f);
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FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, 0.925f), instigator);
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tmpThings.Clear();
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tmpThings.AddRange(targetCell.GetThingList(base.Map));
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for (int i = 0; i < tmpThings.Count; i++)
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{
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int num = ((tmpThings[i] is Corpse) ? CorpseFlameDamageAmountRange.RandomInRange : FlameDamageAmountRange.RandomInRange);
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Pawn pawn = tmpThings[i] as Pawn;
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BattleLogEntry_DamageTaken battleLogEntry_DamageTaken = null;
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if (pawn != null)
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{
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battleLogEntry_DamageTaken = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
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Find.BattleLog.Add(battleLogEntry_DamageTaken);
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}
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DamageInfo damageInfo = new DamageInfo(DamageDefOf.Flame, num, 0f, -1f, instigator, null, weaponDef);
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tmpThings[i].TakeDamage(damageInfo).AssociateWithLog(battleLogEntry_DamageTaken);
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}
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tmpThings.Clear();
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}
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private void CompleteEnergyLance()
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{
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hasCompleted = true;
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// 停止音效
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sustainer?.End();
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sustainer = null;
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Log.Message($"[EnergyLance] Completed at position {base.Position}");
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// 销毁自身
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Destroy();
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}
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// 重写绘制方法,确保光束正确显示
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protected override void DrawAt(Vector3 drawLoc, bool flip = false)
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{
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// 让CompOrbitalBeam处理绘制
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Comps_PostDraw();
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}
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref startPosition, "startPosition");
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Scribe_Values.Look(ref endPosition, "endPosition");
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Scribe_Values.Look(ref moveDistance, "moveDistance");
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Scribe_Values.Look(ref useFixedDistance, "useFixedDistance");
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Scribe_Values.Look(ref flightSpeed, "flightSpeed", 1f);
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Scribe_Values.Look(ref currentProgress, "currentProgress", 0f);
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Scribe_Values.Look(ref altitude, "altitude", 20f);
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Scribe_Values.Look(ref firesPerTick, "firesPerTick", 4);
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Scribe_Values.Look(ref effectRadius, "effectRadius", 15f);
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Scribe_Values.Look(ref durationTicks, "durationTicks", 600);
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Scribe_Values.Look(ref ticksPassed, "ticksPassed", 0);
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Scribe_Values.Look(ref hasStarted, "hasStarted", false);
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Scribe_Values.Look(ref hasCompleted, "hasCompleted", false);
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}
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// 创建EnergyLance的静态方法
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public static EnergyLance MakeEnergyLance(ThingDef energyLanceDef, IntVec3 start, IntVec3 end, Map map,
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float distance = 15f, bool fixedDistance = true, int duration = 600, Pawn instigatorPawn = null)
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{
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EnergyLance energyLance = (EnergyLance)ThingMaker.MakeThing(energyLanceDef);
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energyLance.startPosition = start;
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energyLance.endPosition = end;
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energyLance.moveDistance = distance;
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energyLance.useFixedDistance = fixedDistance;
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energyLance.durationTicks = duration;
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energyLance.instigator = instigatorPawn;
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GenSpawn.Spawn(energyLance, start, map);
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Log.Message($"[EnergyLance] Created {energyLanceDef.defName} from {start} to {end}");
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return energyLance;
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}
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}
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}
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