Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/BuildingComp/WULA_TransformAtFullCapacity/CompTransformAtFullCapacity.cs
2025-11-28 01:01:31 +08:00

172 lines
6.0 KiB
C#

using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CompTransformAtFullCapacity : ThingComp
{
private CompProperties_TransformAtFullCapacity Props => (CompProperties_TransformAtFullCapacity)props;
// 移除存储计数的字段,不再进行数量传递
public Building_MechanoidRecycler Recycler => parent as Building_MechanoidRecycler;
public bool IsCooldownActive => Recycler?.IsCooldownActive ?? false;
public bool IsAtFullCapacity => Recycler?.StoredCount >= Props.requiredCapacity;
public override void Initialize(CompProperties props)
{
base.Initialize(props);
}
public override void PostExposeData()
{
base.PostExposeData();
// 移除存储计数的保存
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (parent.Faction == Faction.OfPlayer && Recycler != null)
{
Command_Action command = new Command_Action
{
defaultLabel = Props.gizmoLabel.Translate(),
defaultDesc = GetGizmoDescription(),
icon = GetGizmoIcon(),
action = TransformToPawn
};
// 禁用条件
if (IsCooldownActive)
{
command.Disable("WULA_BuildingCooldown".Translate(Recycler.GetRemainingCooldownHours().ToString("F1")));
}
else if (!IsAtFullCapacity)
{
command.Disable("WULA_NeedMoreMechs".Translate(Props.requiredCapacity, Recycler.StoredCount, Props.requiredCapacity));
}
yield return command;
}
}
private string GetGizmoDescription()
{
string desc = Props.gizmoDesc.Translate();
if (IsCooldownActive)
{
desc += "\n\n" + "WULA_CooldownRemaining".Translate(Recycler.GetRemainingCooldownHours().ToString("F1"));
}
desc += "\n" + "WULA_TargetUnit".Translate(Props.targetPawnKind.LabelCap);
desc += "\n" + "WULA_MechsRequired".Translate(Props.requiredCapacity);
return desc;
}
private Texture2D GetGizmoIcon()
{
if (!Props.gizmoIconPath.NullOrEmpty())
{
return ContentFinder<Texture2D>.Get(Props.gizmoIconPath);
}
return TexCommand.ReleaseAnimals;
}
public void NotifyStorageUpdated()
{
// 当存储更新时,可以触发视觉效果
if (IsAtFullCapacity && !IsCooldownActive)
{
// 播放满容量提示效果
//MoteMaker.ThrowLightningGlow(parent.DrawPos, parent.Map, 2f);
}
}
public void TransformToPawn()
{
if (Recycler == null || !parent.Spawned)
return;
Map map = parent.Map;
IntVec3 position = parent.Position;
Faction faction = parent.Faction;
// 消耗存储的机械族
if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
{
Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
return;
}
// 生成目标Pawn
PawnGenerationRequest request = new PawnGenerationRequest(
Props.targetPawnKind,
faction,
PawnGenerationContext.NonPlayer,
-1,
forceGenerateNewPawn: true,
allowDead: false,
allowDowned: false,
canGeneratePawnRelations: false,
mustBeCapableOfViolence: true
);
Pawn newPawn = PawnGenerator.GeneratePawn(request);
// 添加转换组件,只传递建筑定义,不传递数量
var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
if (transformComp != null)
{
// 只设置建筑定义,不设置恢复数量
transformComp.SetRestoreData(parent.def);
}
else
{
// 动态添加组件
var compProps = new CompProperties_TransformIntoBuilding
{
targetBuildingDef = parent.def
};
transformComp = new CompTransformIntoBuilding();
transformComp.parent = newPawn;
transformComp.props = compProps;
newPawn.AllComps.Add(transformComp);
transformComp.Initialize(compProps);
// 只设置建筑定义,不设置恢复数量
transformComp.SetRestoreData(parent.def);
}
// 移除建筑
parent.DeSpawn(DestroyMode.Vanish);
// 生成Pawn
GenSpawn.Spawn(newPawn, position, map, WipeMode.Vanish);
// 选中新生成的Pawn
if (Find.Selector.IsSelected(parent))
{
Find.Selector.Select(newPawn);
}
Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap), MessageTypeDefOf.PositiveEvent);
// 播放转换效果
PlayTransformEffects(position, map);
}
private void PlayTransformEffects(IntVec3 position, Map map)
{
//// 播放转换视觉效果
//for (int i = 0; i < 3; i++)
//{
// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
// MoteMaker.ThrowLightningGlow(position.ToVector3Shifted(), map, 2f);
//}
//// 播放音效
//SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(position, map));
}
}
}