Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/Pawn_Comps/MultiTurretGun/CompMultiTurretGun.cs
2026-02-24 12:02:38 +08:00

71 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using Verse;
using Verse.AI;
using RimWorld;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompProperties_MultiTurretGun : CompProperties_TurretGun
{
public int ID;
public CompProperties_MultiTurretGun()
{
compClass = typeof(Comp_MultiTurretGun);
}
}
public class Comp_MultiTurretGun : CompTurretGun
{
private bool fireAtWill = true;
public new CompProperties_MultiTurretGun Props => (CompProperties_MultiTurretGun)props;
public override void CompTick()
{
base.CompTick();
if (!currentTarget.IsValid && burstCooldownTicksLeft <= 0)
{
// 在其他情况下没有目标且冷却结束时也回正
curRotation = parent.Rotation.AsAngle + Props.angleOffset;
}
}
private void MakeGun()
{
gun = ThingMaker.MakeThing(Props.turretDef);
UpdateGunVerbs();
}
private void UpdateGunVerbs()
{
List<Verb> allVerbs = gun.TryGetComp<CompEquippable>().AllVerbs;
for (int i = 0; i < allVerbs.Count; i++)
{
Verb verb = allVerbs[i];
verb.caster = parent;
verb.castCompleteCallback = delegate
{
burstCooldownTicksLeft = AttackVerb.verbProps.defaultCooldownTime.SecondsToTicks();
};
}
}
public override void PostExposeData()
{
Scribe_Values.Look(ref burstCooldownTicksLeft, "burstCooldownTicksLeft", 0);
Scribe_Values.Look(ref burstWarmupTicksLeft, "burstWarmupTicksLeft", 0);
Scribe_TargetInfo.Look(ref currentTarget, "currentTarget_" + Props.ID);
Scribe_Deep.Look(ref gun, "gun_" + Props.ID);
Scribe_Values.Look(ref fireAtWill, "fireAtWill", defaultValue: true);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (gun == null)
{
MakeGun();
}
else
{
UpdateGunVerbs();
}
}
}
}
}