Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/ThingComp/WULA_DamageReceiver/CompDamageReceiver.cs
2025-11-26 17:28:36 +08:00

108 lines
3.6 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompDamageReceiver : ThingComp
{
private CompProperties_DamageReceiver Props => (CompProperties_DamageReceiver)props;
private float currentDamage;
private int lastDamageTick;
public float CurrentDamage => currentDamage;
public float MaxDamageCapacity => Props.maxDamageCapacity;
public float DamageRatio => currentDamage / Props.maxDamageCapacity;
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentDamage, "currentDamage", 0f);
Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", 0);
}
public override void CompTick()
{
base.CompTick();
// 定期衰减伤害
if (Find.TickManager.TicksGame % Props.damageDecayInterval == 0 && currentDamage > 0)
{
currentDamage = Mathf.Max(0f, currentDamage - Props.damageDecayRate);
// 如果伤害为0重置最后伤害时间
if (currentDamage <= 0f)
{
lastDamageTick = 0;
}
}
}
/// <summary>
/// 接收伤害
/// </summary>
public bool ReceiveDamage(float damageAmount, Pawn sourcePawn = null)
{
float oldDamage = currentDamage;
currentDamage += damageAmount;
lastDamageTick = Find.TickManager.TicksGame;
// 检查是否超过容量
if (currentDamage >= Props.maxDamageCapacity)
{
if (Props.canBeDestroyedByDamage)
{
// 摧毁建筑
parent.Destroy(DestroyMode.Vanish);
}
else
{
// 只是达到上限,不再接收更多伤害
currentDamage = Props.maxDamageCapacity;
}
return false; // 无法接收更多伤害
}
// 触发效果
OnDamageReceived(damageAmount, sourcePawn);
return true;
}
private void OnDamageReceived(float damageAmount, Pawn sourcePawn)
{
// 记录日志
Log.Message($"[DamageReceiver] {parent.Label} 接收 {damageAmount} 点伤害,当前伤害: {currentDamage}/{Props.maxDamageCapacity}");
}
public override void PostDraw()
{
base.PostDraw();
// 绘制伤害条
if (Props.showDamageBar && currentDamage > 0f)
{
Vector3 drawPos = parent.DrawPos;
drawPos.y += 0.5f; // 在建筑上方显示
GenDraw.DrawFillableBar(new GenDraw.FillableBarRequest
{
center = drawPos,
size = new Vector2(1f, 0.15f),
fillPercent = DamageRatio,
filledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.red),
unfilledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.gray),
margin = 0.1f,
rotation = Rot4.North
});
}
}
// 获取接收器状态
public string GetStatusString()
{
return $"伤害吸收: {currentDamage:F0}/{Props.maxDamageCapacity:F0} ({DamageRatio * 100:F1}%)";
}
}
}