207 lines
7.6 KiB
C#
207 lines
7.6 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using RimWorld;
|
||
using UnityEngine;
|
||
using Verse;
|
||
using System.Linq;
|
||
|
||
namespace WulaFallenEmpire
|
||
{
|
||
public class Building_ExtraGraphics : Building
|
||
{
|
||
// 通过 ModExtension 配置的图形数据
|
||
private ExtraGraphicsExtension modExtension;
|
||
|
||
// 图形缓存
|
||
private Dictionary<string, Graphic> graphicsCache = new Dictionary<string, Graphic>();
|
||
|
||
// 动画状态 - 每个图层的独立浮动
|
||
private Dictionary<int, float> layerHoverOffsets = new Dictionary<int, float>();
|
||
private Dictionary<int, float> layerAnimationTimes = new Dictionary<int, float>();
|
||
private int lastTick = -1;
|
||
|
||
public ExtraGraphicsExtension ModExtension
|
||
{
|
||
get
|
||
{
|
||
if (modExtension == null)
|
||
{
|
||
modExtension = def.GetModExtension<ExtraGraphicsExtension>();
|
||
if (modExtension == null)
|
||
{
|
||
Log.Error($"Building_ExtraGraphics: No ExtraGraphicsExtension found for {def.defName}");
|
||
// 创建默认配置避免空引用
|
||
modExtension = new ExtraGraphicsExtension();
|
||
}
|
||
}
|
||
return modExtension;
|
||
}
|
||
}
|
||
|
||
// 重写 Graphic 属性返回 null,完全自定义渲染
|
||
public override Graphic Graphic => null;
|
||
|
||
// 获取缓存的图形
|
||
private Graphic GetCachedGraphic(string texturePath, Vector2 scale, Color color)
|
||
{
|
||
string cacheKey = $"{texturePath}_{scale.x}_{scale.y}_{color}";
|
||
|
||
if (!graphicsCache.TryGetValue(cacheKey, out Graphic graphic))
|
||
{
|
||
graphic = GraphicDatabase.Get<Graphic_Single>(
|
||
texturePath,
|
||
ShaderDatabase.TransparentPostLight,
|
||
scale,
|
||
color);
|
||
graphicsCache[cacheKey] = graphic;
|
||
}
|
||
|
||
return graphic;
|
||
}
|
||
|
||
// 完全重写 DrawAt 方法,实现自定义渲染系统
|
||
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
|
||
{
|
||
// 不调用基类的 DrawAt,完全自定义渲染
|
||
|
||
// 更新悬浮动画
|
||
UpdateHoverAnimation();
|
||
|
||
// 绘制所有配置的图形层
|
||
DrawGraphicLayers(drawLoc, flip);
|
||
}
|
||
|
||
// 绘制所有图形层
|
||
private void DrawGraphicLayers(Vector3 baseDrawPos, bool flip)
|
||
{
|
||
if (ModExtension.graphicLayers == null || ModExtension.graphicLayers.Count == 0)
|
||
{
|
||
Log.Warning($"Building_ExtraGraphics: No graphic layers configured for {def.defName}");
|
||
return;
|
||
}
|
||
|
||
// 按层级排序,确保正确的绘制顺序
|
||
var sortedLayers = ModExtension.graphicLayers.OrderBy(layer => layer.drawOrder).ToList();
|
||
|
||
foreach (var layer in sortedLayers)
|
||
{
|
||
DrawGraphicLayer(baseDrawPos, flip, layer);
|
||
}
|
||
}
|
||
|
||
// 绘制单个图形层
|
||
private void DrawGraphicLayer(Vector3 baseDrawPos, bool flip, GraphicLayerData layer)
|
||
{
|
||
if (string.IsNullOrEmpty(layer.texturePath))
|
||
{
|
||
Log.Warning($"Building_ExtraGraphics: Empty texture path in layer for {def.defName}");
|
||
return;
|
||
}
|
||
|
||
// 获取图形
|
||
Graphic graphic = GetCachedGraphic(layer.texturePath, layer.scale, layer.color);
|
||
|
||
// 计算图层浮动偏移
|
||
float hoverOffset = 0f;
|
||
if (layer.enableHover)
|
||
{
|
||
int layerIndex = ModExtension.graphicLayers.IndexOf(layer);
|
||
if (layerHoverOffsets.ContainsKey(layerIndex))
|
||
{
|
||
hoverOffset = layerHoverOffsets[layerIndex];
|
||
}
|
||
}
|
||
|
||
// 最终绘制位置 = 基础位置 + 图层偏移 + 浮动偏移
|
||
Vector3 drawPos = baseDrawPos + layer.offset;
|
||
drawPos.z += hoverOffset;
|
||
|
||
// 绘制图形
|
||
graphic.Draw(drawPos, flip ? base.Rotation.Opposite : base.Rotation, this, 0f);
|
||
}
|
||
|
||
// 更新每个图层的独立悬浮动画
|
||
private void UpdateHoverAnimation()
|
||
{
|
||
int currentTick = Find.TickManager.TicksGame;
|
||
|
||
if (currentTick != lastTick)
|
||
{
|
||
// 更新每个图层的动画
|
||
for (int i = 0; i < ModExtension.graphicLayers.Count; i++)
|
||
{
|
||
var layer = ModExtension.graphicLayers[i];
|
||
|
||
if (layer.enableHover)
|
||
{
|
||
// 初始化动画时间
|
||
if (!layerAnimationTimes.ContainsKey(i))
|
||
{
|
||
layerAnimationTimes[i] = 0f;
|
||
}
|
||
|
||
// 更新动画时间
|
||
layerAnimationTimes[i] += Time.deltaTime;
|
||
|
||
// 计算该图层的悬浮偏移
|
||
float hoverSpeed = layer.hoverSpeed > 0 ? layer.hoverSpeed : ModExtension.globalHoverSpeed;
|
||
float hoverIntensity = layer.hoverIntensity > 0 ? layer.hoverIntensity : ModExtension.globalHoverIntensity;
|
||
|
||
float hoverOffset = Mathf.Sin(layerAnimationTimes[i] * hoverSpeed + layer.hoverPhase) * hoverIntensity;
|
||
layerHoverOffsets[i] = hoverOffset;
|
||
}
|
||
}
|
||
|
||
lastTick = currentTick;
|
||
}
|
||
}
|
||
|
||
// 保存和加载
|
||
public override void ExposeData()
|
||
{
|
||
base.ExposeData();
|
||
// 保存自定义状态(如果需要)
|
||
}
|
||
}
|
||
|
||
// 主要的 ModExtension 定义
|
||
public class ExtraGraphicsExtension : DefModExtension
|
||
{
|
||
// 全局悬浮参数(作为默认值)
|
||
public float globalHoverSpeed = 2f; // 全局悬浮速度
|
||
public float globalHoverIntensity = 0.1f; // 全局悬浮强度
|
||
|
||
// 图形层配置
|
||
public List<GraphicLayerData> graphicLayers = new List<GraphicLayerData>();
|
||
|
||
public ExtraGraphicsExtension()
|
||
{
|
||
// 默认配置,避免空列表
|
||
if (graphicLayers == null)
|
||
{
|
||
graphicLayers = new List<GraphicLayerData>();
|
||
}
|
||
}
|
||
}
|
||
|
||
// 单个图形层的配置数据
|
||
public class GraphicLayerData
|
||
{
|
||
// 基础配置
|
||
public string texturePath; // 纹理路径(必需)
|
||
public Vector2 scale = Vector2.one; // 缩放比例
|
||
public Color color = Color.white; // 颜色
|
||
public int drawOrder = 0; // 绘制顺序(数字小的先绘制)
|
||
|
||
// 位置配置 - 使用环世界坐标系
|
||
// X: 左右偏移, Y: 图层深度, Z: 上下偏移
|
||
public Vector3 offset = Vector3.zero;
|
||
|
||
// 独立悬浮配置
|
||
public bool enableHover = true; // 是否启用悬浮
|
||
public float hoverSpeed = 0f; // 悬浮速度(0表示使用全局速度)
|
||
public float hoverIntensity = 0f; // 悬浮强度(0表示使用全局强度)
|
||
public float hoverPhase = 0f; // 悬浮相位(用于错开浮动)
|
||
}
|
||
}
|