683 lines
27 KiB
Markdown
683 lines
27 KiB
Markdown
# RimWorld Mod: 基于次数的护盾与原版护盾视觉集成
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## 1. 引言
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本Mod旨在为《RimWorld》引入一种新型的护盾机制:基于 Hediff 层数的次数护盾。与原版基于能量的护盾不同,本护盾的抵挡能力由可叠加的“层数”决定,每层护盾可以抵挡一次受到的伤害。同时,为了提供更沉浸和熟悉的体验,我们集成了原版能量护盾(CompShield)的视觉特效和音效,使次数护盾在抵挡伤害时,能够展现出与原版护盾相似的视觉冲击力。
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## 2. 核心概念回顾
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### 2.1 Hediff_DamageShield
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这是我们自定义的 Hediff 类型,它代表了Pawn身上激活的次数护盾。它的核心特性是:
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- **层数管理**:通过 `ShieldCharges` 属性来跟踪剩余的护盾层数。当Pawn获得护盾时,层数增加;当护盾抵挡伤害时,层数减少。
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- **自动移除**:当护盾层数归零时,该 Hediff 会自动从Pawn身上移除。
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- **显示信息**:在Pawn的健康信息界面,会显示当前护盾的剩余层数。
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### 2.2 CompShield
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这是《RimWorld》原版用于实现能量护盾的组件。它通常附加在护盾腰带等物品上,提供以下核心功能:
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- **能量值**:护盾具有能量储备,受到伤害会消耗能量。
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- **充能与重置**:能量耗尽后,护盾会进入重置状态,并在一段时间后恢复能量。
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- **视觉和音效**:护盾拥有独特的视觉表现(如护盾泡泡)和音效(如吸收伤害时的音效)。
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## 3. 实现细节
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### 3.1 伤害抵挡逻辑与护盾渲染 (DRMDamageShield.cs & Hediff_DamageShield.cs)
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**核心思想**:我们利用 `ThingComp` 的 `PostPreApplyDamage` 虚方法来拦截伤害,而不是使用 Harmony Patch `Pawn_HealthTracker.PreApplyDamage`。这将使代码更简洁,更符合 RimWorld 的组件化设计。护盾的视觉渲染也将由这个 `ThingComp` 负责。
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- **`DRMDamageShield.cs`**: 这是一个自定义的 `ThingComp`,它将附加到 Pawn 身上。
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- **伤害拦截**:它重写了 `PostPreApplyDamage` 方法。当 Pawn 受到伤害时,这个方法会被自动调用。在这里,我们会检查 Pawn 是否拥有 `Hediff_DamageShield` 及其层数,如果满足条件,则消耗层数并设置 `absorbed = true` 来抵挡伤害。
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- **视觉和音效集成**:在抵挡伤害时,`DRMDamageShield` 会触发原版能量护盾的吸收音效、闪光特效和抖动效果。
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- **护盾渲染**:`DRMDamageShield` 包含了从 `CompShield` 中提取的护盾泡泡渲染逻辑。它会在 Pawn 身上渲染一个动态的护盾泡泡,其大小和显示状态与 `Hediff_DamageShield` 的层数关联。
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- **能量同步**:`DRMDamageShield` 的“能量”和“最大能量”属性将直接从 Pawn 身上对应的 `Hediff_DamageShield` 实例中获取其 `ShieldCharges` 和 `def.maxSeverity`。
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- **`Hediff_DamageShield.cs`**:
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- **动态管理 `DRMDamageShield`**:在 `PostAdd` 方法中,当 `Hediff_DamageShield` 被添加到 Pawn 身上时,它会确保 Pawn 拥有一个 `DRMDamageShield` 实例(如果Pawn还没有)。在 `PostRemoved` 方法中,当 `Hediff_DamageShield` 被移除时,它会禁用或移除对应的 `DRMDamageShield` 实例。
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- **层数与能量关联**:`Hediff_DamageShield` 的 `ShieldCharges` 属性将作为 `DRMDamageShield` 的能量来源。
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### 3.2 充能方式 (CompUseEffect_AddDamageShieldCharges.cs & WULA_DamageShieldGenerator)
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护盾的充能方式保持不变,通过使用特定的物品来增加护盾层数。
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- **`CompUseEffect_AddDamageShieldCharges`**:这是一个自定义的物品使用效果组件。
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- 当物品被使用时,它会检查目标Pawn是否拥有 `Hediff_DamageShield`。
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- 如果Pawn没有该Hediff,则会为其添加一个,并赋予预设的初始层数(例如10层)。
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- 如果Pawn已有该Hediff,则会在现有层数的基础上增加预设的层数(例如每次使用增加10层)。
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- **`WULA_DamageShieldGenerator`**:这是定义在XML中的一个物品,它附加了 `CompUseEffect_AddDamageShieldCharges` 组件。玩家可以通过制作或获得这个物品,并对其Pawn使用来获取或补充护盾层数。
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## 4. 代码结构与内容
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以下是本Mod的关键文件及其作用和完整代码内容:
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### 4.1 Hediff_DamageShield.cs (更新)
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此文件定义了基于层数的护盾 Hediff。它将管理护盾层数,并在 Pawn 身上动态添加/移除 `DRMDamageShield`。
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```csharp
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using Verse;
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using System.Text;
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using RimWorld;
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using UnityEngine;
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using HarmonyLib; // Needed for AccessTools if you use it here directly
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namespace WulaFallenEmpire
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{
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public class Hediff_DamageShield : HediffWithComps
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{
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// 伤害抵挡层数
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public int ShieldCharges
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{
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get => (int)severityInt;
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set => severityInt = value;
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}
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private DRMDamageShield cachedShieldComp;
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// 获取或创建 DRMDamageShield 组件
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public DRMDamageShield ShieldComp
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{
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get
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{
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if (cachedShieldComp == null || cachedShieldComp.parent != pawn)
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{
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cachedShieldComp = pawn.GetComp<DRMDamageShield>();
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if (cachedShieldComp == null)
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{
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// 如果没有,动态添加一个
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cachedShieldComp = (DRMDamageShield)Activator.CreateInstance(typeof(DRMDamageShield));
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cachedShieldComp.parent = pawn;
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cachedShieldComp.props = new DRMCompShieldProp(); // 确保有属性,即使是默认的
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pawn.AllComps.Add(cachedShieldComp);
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cachedShieldComp.Initialize(cachedShieldComp.props);
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}
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}
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return cachedShieldComp;
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}
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}
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public override string LabelInBrackets
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{
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get
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{
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if (ShieldCharges > 0)
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{
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return "层数: " + ShieldCharges;
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}
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return null;
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}
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}
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public override string TipStringExtra
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{
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get
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(base.TipStringExtra);
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if (ShieldCharges > 0)
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{
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sb.AppendLine(" - 每层抵挡一次伤害。当前层数: " + ShieldCharges);
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}
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else
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{
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sb.AppendLine(" - 没有可用的抵挡层数。");
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}
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return sb.ToString();
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}
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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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// severityInt 会自动保存,所以不需要额外处理 ShieldCharges
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}
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public override void PostAdd(DamageInfo? dinfo)
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{
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base.PostAdd(dinfo);
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// 确保 Pawn 拥有 DRMCompShield 组件
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DRMDamageShield comp = ShieldComp; // 访问属性以确保组件被添加
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if (comp != null)
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{
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comp.IsActive = true; // 激活护盾组件
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// 能量同步将在 Tick() 中完成
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}
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}
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public override void PostRemoved()
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{
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base.PostRemoved();
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// 禁用护盾组件
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if (cachedShieldComp != null && cachedShieldComp.parent == pawn)
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{
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cachedShieldComp.IsActive = false;
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}
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}
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public override void Tick()
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{
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base.Tick();
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// 如果层数归零,移除 Hediff
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if (ShieldCharges <= 0)
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{
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pawn.health.RemoveHediff(this);
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}
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// 同步能量到 ShieldComp
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if (ShieldComp != null && ShieldComp.IsActive)
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{
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ShieldComp.Energy = ShieldCharges;
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ShieldComp.MaxEnergy = (int)def.maxSeverity;
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}
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}
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}
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}
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```
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### 4.2 DRMDamageShield.cs (新文件)
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此文件定义了自定义的 `ThingComp`,用于处理护盾的渲染和部分行为。它将从 `CompShield` 和 `PlasmaShieldImplant.cs` 中提取渲染和伤害处理逻辑。
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```csharp
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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using System.Reflection; // For AccessTools
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using HarmonyLib; // For AccessTools
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namespace WulaFallenEmpire
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{
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// 自定义 CompProperties_Shield 变体
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public class DRMCompShieldProp : CompProperties
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{
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public int startingTicksToReset = 3200;
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public float minDrawSize = 1.2f;
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public float maxDrawSize = 1.55f;
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public float energyLossPerDamage = 0.033f;
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public float energyOnReset = 0.2f;
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public bool blocksRangedWeapons = true;
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public DRMCompShieldProp()
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{
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compClass = typeof(DRMDamageShield);
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}
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}
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[StaticConstructorOnStartup] // 确保在游戏启动时加载
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public class DRMDamageShield : ThingComp
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{
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// 从 Hediff_DamageShield 获取层数作为能量
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public float Energy
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{
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get
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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return hediff?.ShieldCharges ?? 0;
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}
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set
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (hediff != null)
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{
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hediff.ShieldCharges = (int)value;
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}
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}
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}
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public float MaxEnergy
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{
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get
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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return hediff?.def.maxSeverity ?? 0;
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}
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set
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{
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// MaxEnergy 由 HediffDef 控制,这里不需要设置
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}
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}
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public bool IsActive = false; // 控制护盾是否激活,由 Hediff_DamageShield 管理
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// 复制自 CompShield
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protected int ticksToReset = -1;
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protected int lastKeepDisplayTick = -9999;
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private Vector3 impactAngleVect;
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private int lastAbsorbDamageTick = -9999;
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private const float MaxDamagedJitterDist = 0.05f;
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private const int JitterDurationTicks = 8;
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private int KeepDisplayingTicks = 1000;
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// 获取原版 CompShield 的 BubbleMat
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private static readonly Material BubbleMat;
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static DRMDamageShield()
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{
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// 使用 Harmony AccessTools 获取 CompShield 的私有静态字段 BubbleMat
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BubbleMat = (Material)AccessTools.Field(typeof(CompShield), "BubbleMat").GetValue(null);
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}
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public DRMCompShieldProp Props => (DRMCompShieldProp)props;
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public ShieldState ShieldState
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{
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get
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{
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if (PawnOwner == null || !IsActive || Energy <= 0)
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{
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return ShieldState.Disabled;
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}
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if (ticksToReset <= 0)
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{
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return ShieldState.Active;
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}
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return ShieldState.Resetting;
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}
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}
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protected bool ShouldDisplay
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{
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get
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{
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Pawn pawnOwner = PawnOwner;
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if (pawnOwner == null || !pawnOwner.Spawned || pawnOwner.Dead || pawnOwner.Downed)
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{
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return false;
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}
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if (pawnOwner.InAggroMentalState)
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{
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return true;
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}
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if (pawnOwner.Drafted)
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{
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return true;
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}
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if (pawnOwner.Faction.HostileTo(Faction.OfPlayer) && !pawnOwner.IsPrisoner)
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{
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return true;
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}
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if (Find.TickManager.TicksGame < lastKeepDisplayTick + KeepDisplayingTicks)
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{
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return true;
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}
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return false;
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}
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}
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protected Pawn PawnOwner
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{
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get
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{
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return parent as Pawn;
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}
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref ticksToReset, "ticksToReset", -1);
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Scribe_Values.Look(ref lastKeepDisplayTick, "lastKeepDisplayTick", 0);
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Scribe_Values.Look(ref IsActive, "isActive", false);
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}
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public override void CompTick()
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{
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base.CompTick();
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if (PawnOwner == null || !IsActive)
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{
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return;
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}
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if (ShieldState == ShieldState.Resetting)
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{
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ticksToReset--;
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if (ticksToReset <= 0)
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{
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Reset();
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}
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}
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else if (ShieldState == ShieldState.Active)
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{
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// 护盾能量(层数)通过 Hediff_DamageShield 的 Tick 方法管理,这里不需要额外回复
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// 如果需要自动回复层数,可以在这里实现
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}
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}
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public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
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{
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absorbed = false;
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// 获取 Hediff_DamageShield 实例
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Hediff_DamageShield damageShield = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (ShieldState != ShieldState.Active || !IsActive || damageShield == null || damageShield.ShieldCharges <= 0)
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{
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return;
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}
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// 如果是 EMP 伤害,且护盾没有 EMP 抗性(这里假设我们的护盾没有),则直接击穿
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// 为了简化,我们假设我们的次数盾没有 EMP 抗性,任何 EMP 伤害都会直接击穿
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if (dinfo.Def == DamageDefOf.EMP)
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{
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Energy = 0; // 能量归零
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Notify_ShieldBreak(); // 触发护盾击穿效果
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absorbed = true;
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return;
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}
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// 如果是远程或爆炸伤害,且护盾阻挡这些类型
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if (Props.blocksRangedWeapons && (dinfo.Def.isRanged || dinfo.Def.isExplosive))
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{
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// 消耗一层护盾
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damageShield.ShieldCharges--;
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// 触发护盾吸收效果
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Notify_DamageAbsorbed(dinfo);
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// 护盾抖动效果
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PawnOwner.Drawer.renderer.wiggler.SetToCustomRotation(Rand.Range(-0.05f, 0.05f));
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// 显示抵挡文本
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Verse.MoteMaker.ThrowText(PawnOwner.DrawPos, PawnOwner.Map, "伤害被护盾抵挡!", Color.cyan, 1.2f);
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absorbed = true; // 伤害被吸收
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// 如果护盾层数归零,触发护盾击穿效果
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if (damageShield.ShieldCharges <= 0)
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{
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Notify_ShieldBreak();
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}
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}
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}
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public void Notify_DamageAbsorbed(DamageInfo dinfo)
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{
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// 复制自 CompShield.AbsorbedDamage
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SoundDefOf.EnergyShield_AbsorbDamage.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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impactAngleVect = Vector3Utility.HorizontalVectorFromAngle(dinfo.Angle);
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Vector3 loc = PawnOwner.TrueCenter() + impactAngleVect.RotatedBy(180f) * 0.5f;
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float num = Mathf.Min(10f, 2f + dinfo.Amount / 10f);
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FleckMaker.Static(loc, PawnOwner.Map, FleckDefOf.ExplosionFlash, num);
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int num2 = (int)num;
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for (int i = 0; i < num2; i++)
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{
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FleckMaker.ThrowDustPuff(loc, PawnOwner.Map, Rand.Range(0.8f, 1.2f));
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}
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lastAbsorbDamageTick = Find.TickManager.TicksGame;
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KeepDisplaying();
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}
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public void Notify_ShieldBreak()
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{
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// 复制自 CompShield.Break
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if (parent.Spawned)
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{
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float scale = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
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EffecterDefOf.Shield_Break.SpawnAttached(parent, parent.MapHeld, scale);
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FleckMaker.Static(PawnOwner.TrueCenter(), PawnOwner.Map, FleckDefOf.ExplosionFlash, 12f);
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for (int i = 0; i < 6; i++)
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{
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FleckMaker.ThrowDustPuff(PawnOwner.TrueCenter() + Vector3Utility.HorizontalVectorFromAngle(Rand.Range(0, 360)) * Rand.Range(0.3f, 0.6f), PawnOwner.Map, Rand.Range(0.8f, 1.2f));
|
||
}
|
||
}
|
||
ticksToReset = Props.startingTicksToReset;
|
||
// 护盾层数归零将由 Hediff_DamageShield 负责移除 Hediff
|
||
}
|
||
|
||
private void Reset()
|
||
{
|
||
// 复制自 CompShield.Reset
|
||
if (PawnOwner.Spawned)
|
||
{
|
||
SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
|
||
FleckMaker.ThrowLightningGlow(PawnOwner.TrueCenter(), PawnOwner.Map, 3f);
|
||
}
|
||
ticksToReset = -1;
|
||
// 能量恢复由 Hediff_DamageShield 负责,这里不需要设置 Energy
|
||
// 这里可以添加逻辑,让 Hediff_DamageShield 恢复层数
|
||
Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
|
||
if (hediff != null)
|
||
{
|
||
hediff.ShieldCharges = (int)hediff.def.initialSeverity; // 重置时恢复到初始层数
|
||
}
|
||
}
|
||
|
||
public void KeepDisplaying()
|
||
{
|
||
lastKeepDisplayTick = Find.TickManager.TicksGame;
|
||
}
|
||
|
||
public override void PostDraw()
|
||
{
|
||
base.PostDraw();
|
||
Draw();
|
||
}
|
||
|
||
private void Draw()
|
||
{
|
||
if (ShieldState == ShieldState.Active && ShouldDisplay)
|
||
{
|
||
float num = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
|
||
Vector3 drawPos = PawnOwner.Drawer.DrawPos;
|
||
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
|
||
int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
|
||
if (num2 < JitterDurationTicks) // 使用 JitterDurationTicks
|
||
{
|
||
float num3 = (float)(JitterDurationTicks - num2) / JitterDurationTicks * MaxDamagedJitterDist; // 使用 MaxDamagedJitterDist
|
||
drawPos += impactAngleVect * num3;
|
||
num -= num3;
|
||
}
|
||
float angle = Rand.Range(0, 360);
|
||
Vector3 s = new Vector3(num, 1f, num);
|
||
Matrix4x4 matrix = default(Matrix4x4);
|
||
matrix.SetTRS(drawPos, Quaternion.AngleAxis(angle, Vector3.up), s);
|
||
Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
### 4.3 CompUseEffect_AddDamageShieldCharges.cs (不变)
|
||
|
||
```csharp
|
||
using Verse;
|
||
using RimWorld;
|
||
using System.Collections.Generic;
|
||
|
||
namespace WulaFallenEmpire
|
||
{
|
||
public class CompUseEffect_AddDamageShieldCharges : CompUseEffect
|
||
{
|
||
public CompProperties_AddDamageShieldCharges Props => (CompProperties_AddDamageShieldCharges)props;
|
||
|
||
public override void DoEffect(Pawn user)
|
||
{
|
||
base.DoEffect(user);
|
||
|
||
// 获取或添加 Hediff_DamageShield
|
||
Hediff_DamageShield damageShield = user.health.hediffSet.GetFirstHediff<Hediff_DamageShield>();
|
||
|
||
if (damageShield == null)
|
||
{
|
||
// 如果没有 Hediff,则添加一个
|
||
damageShield = (Hediff_DamageShield)HediffMaker.MakeHediff(Props.hediffDef, user);
|
||
user.health.AddHediff(damageShield);
|
||
damageShield.ShieldCharges = Props.chargesToAdd; // 设置初始层数
|
||
}
|
||
else
|
||
{
|
||
// 如果已有 Hediff,则增加层数
|
||
damageShield.ShieldCharges += Props.chargesToAdd;
|
||
}
|
||
|
||
// 确保层数不超过最大值
|
||
if (damageShield.ShieldCharges > (int)damageShield.def.maxSeverity)
|
||
{
|
||
damageShield.ShieldCharges = (int)damageShield.def.maxSeverity;
|
||
}
|
||
|
||
// 发送消息
|
||
Messages.Message("WULA_MessageGainedDamageShieldCharges".Translate(user.LabelShort, Props.chargesToAdd), user, MessageTypeDefOf.PositiveEvent);
|
||
}
|
||
|
||
// 修正 CanBeUsedBy 方法签名
|
||
public override AcceptanceReport CanBeUsedBy(Pawn p)
|
||
{
|
||
// 确保只能对活着的 Pawn 使用
|
||
if (p.Dead)
|
||
{
|
||
return "WULA_CannotUseOnDeadPawn".Translate();
|
||
}
|
||
|
||
// 检查是否已达到最大层数
|
||
Hediff_DamageShield damageShield = p.health.hediffSet.GetFirstHediff<Hediff_DamageShield>();
|
||
if (damageShield != null && damageShield.ShieldCharges >= (int)damageShield.def.maxSeverity)
|
||
{
|
||
return "WULA_DamageShieldMaxChargesReached".Translate();
|
||
}
|
||
|
||
return true; // 可以使用
|
||
}
|
||
|
||
// 可以在这里添加 GetDescriptionPart() 来显示描述
|
||
public override string GetDescriptionPart()
|
||
{
|
||
return "WULA_DamageShieldChargesDescription".Translate(Props.chargesToAdd);
|
||
}
|
||
}
|
||
|
||
public class CompProperties_AddDamageShieldCharges : CompProperties_UseEffect
|
||
{
|
||
public HediffDef hediffDef;
|
||
public int chargesToAdd;
|
||
|
||
public CompProperties_AddDamageShieldCharges()
|
||
{
|
||
compClass = typeof(CompUseEffect_AddDamageShieldCharges);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
### 4.4 DamageShieldPatch.cs (将删除)
|
||
|
||
此文件将不再需要,因为伤害拦截逻辑已转移到 `DRMDamageShield.cs`。
|
||
|
||
```csharp
|
||
// 此文件将被删除
|
||
```
|
||
|
||
### 4.5 Hediffs_WULA_DamageShield.xml (不变)
|
||
|
||
```xml
|
||
<?xml version="1.0" encoding="utf-8" ?>
|
||
<Defs>
|
||
<HediffDef ParentName="HediffWithCompsBase">
|
||
<defName>WULA_DamageShield</defName>
|
||
<label>伤害护盾</label>
|
||
<description>一种特殊的能量护盾,可以抵挡受到的伤害。每层护盾可以抵挡一次伤害。</description>
|
||
<hediffClass>WulaFallenEmpire.Hediff_DamageShield</hediffClass>
|
||
<initialSeverity>10</initialSeverity> <!-- 初始层数设置为10 -->
|
||
<maxSeverity>999</maxSeverity> <!-- 最大层数,可以根据需要调整 -->
|
||
<tendable>false</tendable>
|
||
<displayAllParts>false</displayAllParts>
|
||
<priceImpact>1</priceImpact>
|
||
<addedSimultaneously>true</addedSimultaneously>
|
||
<countsAsAddedPartOrImplant>false</countsAsAddedPartOrImplant>
|
||
<stages>
|
||
<li>
|
||
<label>活跃</label>
|
||
<minSeverity>1</minSeverity>
|
||
<!-- 这里可以添加一些统计数据偏移,例如增加防御等 -->
|
||
</li>
|
||
</stages>
|
||
<scenarioCanAdd>false</scenarioCanAdd>
|
||
</HediffDef>
|
||
</Defs>
|
||
```
|
||
|
||
### 4.6 ThingDefs_WULA_Items_DamageShield.xml (修改)
|
||
|
||
此文件将定义新的物品 `WULA_DamageShieldGenerator`,它将使用 `CompProperties_AddDamageShieldCharges`。
|
||
|
||
```xml
|
||
<?xml version="1.0" encoding="utf-8" ?>
|
||
<Defs>
|
||
<ThingDef ParentName="ResourceBase">
|
||
<defName>WULA_DamageShieldGenerator</defName>
|
||
<label>伤害护盾发生器</label>
|
||
<description>一个便携式设备,可以激活并生成一个临时的能量护盾,抵挡即将到来的伤害。</description>
|
||
<graphicData>
|
||
<texPath>Things/Item/WULA_DamageShieldGenerator</texPath> <!-- 假设有一个贴图 -->
|
||
<graphicClass>Graphic_Single</graphicClass>
|
||
</graphicData>
|
||
<stackLimit>1</stackLimit>
|
||
<useHitPoints>true</useHitPoints>
|
||
<healthAffectsPrice>false</healthAffectsPrice>
|
||
<statBases>
|
||
<MaxHitPoints>50</MaxHitPoints>
|
||
<MarketValue>500</MarketValue>
|
||
<Mass>0.5</Mass>
|
||
<WorkToMake>1000</WorkToMake>
|
||
</statBases>
|
||
<thingCategories>
|
||
<li>Items</li>
|
||
</thingCategories>
|
||
<tradeability>Sellable</tradeability>
|
||
<comps>
|
||
<li Class="CompProperties_Usable">
|
||
<useJob>UseItem</useJob>
|
||
<floatMenuCommandLabel>使用伤害护盾发生器</floatMenuCommandLabel>
|
||
</li>
|
||
<li Class="WulaFallenEmpire.CompProperties_AddDamageShieldCharges">
|
||
<hediffDef>WULA_DamageShield</hediffDef>
|
||
<chargesToAdd>10</chargesToAdd> <!-- 每次使用添加 10 层 -->
|
||
</li>
|
||
</comps>
|
||
</ThingDef>
|
||
</Defs>
|
||
```
|
||
|
||
### 4.7 WULA_Keyed.xml (不变)
|
||
|
||
```xml
|
||
<?xml version="1.0" encoding="utf-8" ?>
|
||
<LanguageData>
|
||
<WULA_MessageGainedDamageShieldCharges>{0} 获得了 {1} 层伤害护盾!</WULA_MessageGainedDamageShieldCharges>
|
||
<WULA_CannotUseOnDeadPawn>无法对已死亡的Pawn使用。</WULA_CannotUseOnDeadPawn>
|
||
<WULA_DamageShieldMaxChargesReached>伤害护盾已达到最大层数。</WULA_DamageShieldMaxChargesReached>
|
||
<WULA_DamageShieldChargesDescription>使用:增加 {0} 层伤害护盾</WULA_DamageShieldChargesDescription>
|
||
</LanguageData>
|
||
```
|
||
|
||
## 5. 安装与测试
|
||
|
||
### 5.1 安装 Mod
|
||
|
||
1. 将本Mod的文件夹放置在《RimWorld》的Mods目录下。
|
||
2. 在游戏启动器中激活本Mod。
|
||
|
||
### 5.2 游戏内测试
|
||
|
||
1. 进入游戏,加载或开始一个殖民地。
|
||
2. 打开开发者模式(通常按 `~` 键)。
|
||
3. **生成护盾物品**:在开发者控制台中输入 `spawn WULA_DamageShieldGenerator 1` 来生成一个护盾发生器物品。
|
||
4. **使用护盾物品**:让Pawn拾取并使用 `WULA_DamageShieldGenerator`。观察Pawn是否获得了 `伤害护盾` Hediff,并且层数是否正确显示。
|
||
5. **测试伤害抵挡**:让Pawn受到伤害(例如,让敌人攻击,或使用开发者模式中的“伤害”工具)。观察护盾层数是否减少,伤害是否被抵挡,以及是否触发了护盾吸收的音效和闪光特效。
|
||
6. **测试护盾渲染**:观察Pawn身上是否显示了护盾泡泡。
|
||
|
||
## 6. 未来展望
|
||
|
||
- **护盾渲染动态化**:使护盾泡泡的视觉表现(例如透明度、大小)与剩余层数更紧密地关联,层数越低,护盾视觉效果越弱。
|
||
- **充能动画**:为 `WULA_DamageShieldGenerator` 的使用添加充能动画。
|
||
- **平衡性调整**:根据游戏测试反馈,调整护盾的初始层数、每次充能的层数、以及护盾的最大层数,以达到更好的游戏平衡。
|
||
- **扩展功能**:
|
||
- 添加护盾在特定条件下自动充能的机制。
|
||
- 引入不同类型的次数护盾,具有不同的抵挡特性或额外效果。
|
||
- 护盾被击穿时的特殊效果。 |