418 lines
16 KiB
C#
418 lines
16 KiB
C#
using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using System.Linq;
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namespace WulaFallenEmpire
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{
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public class Wula_PathPierce_Extension : DefModExtension
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{
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// 设置正数表示有限命中次数,-1 表示无限穿透
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public int maxHits = 3;
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// 每次命中的伤害损失百分比。0.25 表示每次命中损失25%伤害
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public float damageFalloff = 0.25f;
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// 如果为 true,无论游戏设置如何,这个抛射体都不会造成友军伤害
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public bool preventFriendlyFire = false;
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// 尾部拖尾特效的 FleckDef
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public FleckDef tailFleckDef;
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// 拖尾特效延迟生成时间(tick)
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public int fleckDelayTicks = 10;
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// 1. 击中敌人时播放的效果器(Effecter)
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public EffecterDef hitEffecterDef;
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// 2. 击中敌人时播放的粒子(Fleck)
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public FleckDef hitFleckDef;
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// 4. 特效持续时间(tick,仅对效果器有效)
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public int effectDurationTicks = 60;
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// 5. 是否对每个命中的敌人都播放特效
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public bool playEffectOnEveryHit = true;
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// 6. 特效位置偏移(相对于被击中目标)
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public Vector3 effectOffset = Vector3.zero;
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// 7. 特效缩放
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public float effectScale = 1.0f;
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// 8. 伤害阈值:只有达到这个伤害值才会播放特效(0表示总是播放)
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public float damageThreshold = 0f;
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// 9. 随机播放的特效列表(随机选择一个)
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public List<EffecterDef> randomHitEffecters;
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// 10. 随机粒子列表(随机选择一个)
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public List<FleckDef> randomHitFlecks;
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}
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public class Projectile_WulaLineAttack : Bullet
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{
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private int hitCounter = 0;
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private List<Thing> alreadyDamaged = new List<Thing>();
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private Vector3 lastTickPosition;
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private int fleckMakeFleckTick; // 拖尾特效的计时器
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public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成频率
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public IntRange fleckMakeFleckNum = new IntRange(1, 1); // 每次生成的粒子数量
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public FloatRange fleckAngle = new FloatRange(-180f, 180f); // 粒子角度
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public FloatRange fleckScale = new FloatRange(1f, 1f); // 粒子大小
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public FloatRange fleckSpeed = new FloatRange(0f, 0f); // 粒子速度
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public FloatRange fleckRotation = new FloatRange(-180f, 180f); // 粒子旋转
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// 特效维护列表
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private List<Effecter> activeEffecters = new List<Effecter>();
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private Dictionary<Pawn, int> effecterEndTicks = new Dictionary<Pawn, int>();
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private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
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Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
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Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
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Scribe_Collections.Look(ref activeEffecters, "activeEffecters", LookMode.Deep);
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Scribe_Collections.Look(ref effecterEndTicks, "effecterEndTicks", LookMode.Reference, LookMode.Value);
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if (alreadyDamaged == null)
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{
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alreadyDamaged = new List<Thing>();
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}
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if (activeEffecters == null)
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{
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activeEffecters = new List<Effecter>();
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}
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if (effecterEndTicks == null)
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{
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effecterEndTicks = new Dictionary<Pawn, int>();
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}
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}
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public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
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{
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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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this.lastTickPosition = origin;
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this.alreadyDamaged.Clear();
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this.hitCounter = 0;
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// 如果游戏设置为 true 或 XML 扩展为 true,则防止友军伤害
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this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
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// 清理旧的特效器
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CleanupOldEffecters();
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}
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protected override void Tick()
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{
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Vector3 startPos = this.lastTickPosition;
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base.Tick();
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if (this.Destroyed) return;
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// 更新拖尾特效
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UpdateTrailFlecks();
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// 更新击中特效器
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UpdateHitEffecters();
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if (this.Destroyed) return;
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Vector3 endPos = this.ExactPosition;
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CheckPathForDamage(startPos, endPos);
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this.lastTickPosition = endPos;
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}
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/// <summary>
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/// 更新拖尾粒子特效
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/// </summary>
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private void UpdateTrailFlecks()
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{
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this.fleckMakeFleckTick++;
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// 只有当达到延迟时间后才开始生成 Fleck
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if (this.fleckMakeFleckTick >= Props?.fleckDelayTicks)
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{
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if (this.fleckMakeFleckTick >= (Props.fleckDelayTicks + this.fleckMakeFleckTickMax))
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{
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this.fleckMakeFleckTick = Props.fleckDelayTicks; // 重置计时器,从延迟时间开始循环
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}
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Map map = base.Map;
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int randomInRange = this.fleckMakeFleckNum.RandomInRange;
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Vector3 currentPosition = this.ExactPosition; // 子弹当前位置
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for (int i = 0; i < randomInRange; i++)
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{
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float currentBulletAngle = ExactRotation.eulerAngles.y; // 使用子弹当前的水平旋转角度
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float fleckRotationAngle = currentBulletAngle; // Fleck 的旋转角度与子弹方向一致
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float velocityAngle = this.fleckAngle.RandomInRange + currentBulletAngle; // Fleck 的速度角度基于子弹方向加上随机偏移
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float randomInRange2 = this.fleckScale.RandomInRange;
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float randomInRange3 = this.fleckSpeed.RandomInRange;
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if (Props?.tailFleckDef != null)
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{
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FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
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dataStatic.rotation = fleckRotationAngle;
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dataStatic.rotationRate = this.fleckRotation.RandomInRange;
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dataStatic.velocityAngle = velocityAngle;
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dataStatic.velocitySpeed = randomInRange3;
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map.flecks.CreateFleck(dataStatic);
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}
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}
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}
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}
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/// <summary>
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/// 更新击中特效器
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/// </summary>
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private void UpdateHitEffecters()
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{
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if (activeEffecters == null || activeEffecters.Count == 0)
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return;
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var ticksGame = Find.TickManager.TicksGame;
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var effectersToRemove = new List<Effecter>();
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var pawnsToRemove = new List<Pawn>();
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// 检查每个特效器是否应该结束
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foreach (var kvp in effecterEndTicks)
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{
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if (ticksGame >= kvp.Value || kvp.Key == null || kvp.Key.Destroyed || !kvp.Key.Spawned)
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{
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pawnsToRemove.Add(kvp.Key);
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}
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}
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// 清理结束的特效器
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foreach (var pawn in pawnsToRemove)
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{
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effecterEndTicks.Remove(pawn);
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}
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}
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/// <summary>
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/// 清理旧的特效器
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/// </summary>
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private void CleanupOldEffecters()
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{
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if (activeEffecters != null)
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{
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foreach (var effecter in activeEffecters)
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{
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effecter?.Cleanup();
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}
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activeEffecters.Clear();
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}
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effecterEndTicks?.Clear();
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}
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protected override void Impact(Thing hitThing, bool blockedByShield = false)
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{
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CheckPathForDamage(lastTickPosition, this.ExactPosition);
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if (hitThing != null && alreadyDamaged.Contains(hitThing))
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{
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base.Impact(null, blockedByShield);
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}
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else
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{
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base.Impact(hitThing, blockedByShield);
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}
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}
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private void CheckPathForDamage(Vector3 startPos, Vector3 endPos)
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{
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if (startPos == endPos) return;
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int maxHits = Props?.maxHits ?? 1;
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bool infinitePenetration = maxHits < 0;
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if (!infinitePenetration && hitCounter >= maxHits) return;
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Map map = this.Map;
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float distance = Vector3.Distance(startPos, endPos);
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Vector3 direction = (endPos - startPos).normalized;
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for (float i = 0; i < distance; i += 0.8f)
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{
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if (!infinitePenetration && hitCounter >= maxHits) break;
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Vector3 checkPos = startPos + direction * i;
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var thingsInCell = new HashSet<Thing>(map.thingGrid.ThingsListAt(checkPos.ToIntVec3()));
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foreach (Thing thing in thingsInCell)
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{
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if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn))
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{
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bool shouldDamage = false;
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// 情况1:如果预期目标是pawn,总是造成伤害。这允许狩猎。
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if (this.intendedTarget.Thing == pawn)
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{
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shouldDamage = true;
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}
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// 情况2:总是对路径上的敌对pawn造成伤害。
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else if (pawn.HostileTo(this.launcher))
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{
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shouldDamage = true;
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}
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// 情况3:如果射击本身没有标记为防止友军伤害,则对非敌对(友好,中立)造成伤害。
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else if (!this.preventFriendlyFire)
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{
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shouldDamage = true;
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}
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if (shouldDamage)
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{
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ApplyPathDamage(pawn);
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if (!infinitePenetration && hitCounter >= maxHits) break;
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}
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}
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}
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}
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}
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private void ApplyPathDamage(Pawn pawn)
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{
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Wula_PathPierce_Extension props = Props;
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float falloff = props?.damageFalloff ?? 0.25f;
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// 伤害衰减现在普遍适用,即使是无限穿透。
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float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
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int damageAmount = (int)(this.DamageAmount * damageMultiplier);
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if (damageAmount <= 0) return;
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// 检查伤害阈值
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if (props?.damageThreshold > 0 && damageAmount < props.damageThreshold)
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{
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return;
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}
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var dinfo = new DamageInfo(
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this.def.projectile.damageDef,
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damageAmount,
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this.ArmorPenetration * damageMultiplier,
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this.ExactRotation.eulerAngles.y,
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this.launcher,
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null,
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this.equipmentDef,
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DamageInfo.SourceCategory.ThingOrUnknown,
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this.intendedTarget.Thing);
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pawn.TakeDamage(dinfo);
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alreadyDamaged.Add(pawn);
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hitCounter++;
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// 播放击中特效
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PlayHitEffects(pawn, damageAmount);
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}
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/// <summary>
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/// 播放击中敌人时的特效
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/// </summary>
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/// <param name="pawn">被击中的Pawn</param>
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/// <param name="damageAmount">造成的伤害值</param>
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private void PlayHitEffects(Pawn pawn, int damageAmount)
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{
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if (pawn == null || pawn.Destroyed || pawn.Map == null)
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return;
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Wula_PathPierce_Extension props = Props;
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if (props == null)
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return;
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// 是否对每个命中都播放特效
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if (!props.playEffectOnEveryHit && hitCounter > 1)
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return;
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// 播放粒子特效
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PlayHitFleck(pawn);
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// 播放效果器特效
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PlayHitEffecter(pawn);
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}
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/// <summary>
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/// 播放击中粒子特效
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/// </summary>
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private void PlayHitFleck(Pawn pawn)
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{
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Wula_PathPierce_Extension props = Props;
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if (props == null)
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return;
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FleckDef fleckDef = null;
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// 选择粒子:优先使用随机列表,然后使用固定粒子
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if (props.randomHitFlecks != null && props.randomHitFlecks.Count > 0)
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{
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fleckDef = props.randomHitFlecks.RandomElement();
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}
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else if (props.hitFleckDef != null)
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{
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fleckDef = props.hitFleckDef;
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}
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if (fleckDef != null)
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{
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Vector3 position = pawn.DrawPos + props.effectOffset;
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float scale = props.effectScale;
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FleckCreationData data = FleckMaker.GetDataStatic(position, pawn.Map, fleckDef, scale);
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pawn.Map.flecks.CreateFleck(data);
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}
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}
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/// <summary>
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/// 播放击中效果器特效
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/// </summary>
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private void PlayHitEffecter(Pawn pawn)
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{
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Wula_PathPierce_Extension props = Props;
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if (props == null)
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return;
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EffecterDef effecterDef = null;
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// 选择效果器:优先使用随机列表,然后使用固定效果器
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if (props.randomHitEffecters != null && props.randomHitEffecters.Count > 0)
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{
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effecterDef = props.randomHitEffecters.RandomElement();
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}
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else if (props.hitEffecterDef != null)
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{
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effecterDef = props.hitEffecterDef;
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}
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if (effecterDef != null)
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{
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Vector3 position = pawn.DrawPos + props.effectOffset;
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// 创建效果器
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Effecter effecter = effecterDef.Spawn();
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effecter.Trigger(new TargetInfo(pawn.Position, pawn.Map), new TargetInfo(pawn.Position, pawn.Map));
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// 如果需要持续效果,添加到维护列表
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if (props.effectDurationTicks > 0)
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{
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activeEffecters.Add(effecter);
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effecterEndTicks[pawn] = Find.TickManager.TicksGame + props.effectDurationTicks;
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}
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else
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{
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// 立即清理效果器
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effecter.Cleanup();
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}
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}
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}
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public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
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{
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// 清理所有特效器
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CleanupOldEffecters();
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base.Destroy(mode);
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}
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}
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}
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