230 lines
8.5 KiB
C#
230 lines
8.5 KiB
C#
using System.Collections.Generic;
|
||
using RimWorld;
|
||
using UnityEngine;
|
||
using Verse;
|
||
using Verse.Sound;
|
||
|
||
namespace WulaFallenEmpire
|
||
{
|
||
public class CompAbilityEffect_TeleportSelf : CompAbilityEffect
|
||
{
|
||
public static string SkipUsedSignalTag = "CompAbilityEffect.SkipUsed";
|
||
|
||
public new CompProperties_AbilityTeleportSelf Props => (CompProperties_AbilityTeleportSelf)props;
|
||
|
||
public override IEnumerable<PreCastAction> GetPreCastActions()
|
||
{
|
||
yield return new PreCastAction
|
||
{
|
||
action = delegate(LocalTargetInfo target, LocalTargetInfo dest)
|
||
{
|
||
Pawn caster = parent.pawn;
|
||
Map map = caster.Map;
|
||
|
||
// 使用自定义或默认的入口特效
|
||
if (Props.customEntryFleck != null)
|
||
{
|
||
// 自定义入口粒子效果
|
||
FleckMaker.Static(caster.Position, map, Props.customEntryFleck);
|
||
}
|
||
else
|
||
{
|
||
// 默认入口粒子效果
|
||
FleckMaker.Static(caster.Position, map, FleckDefOf.PsycastSkipFlashEntry);
|
||
}
|
||
|
||
// 使用自定义或默认的出口特效
|
||
if (Props.customExitFleck != null)
|
||
{
|
||
// 自定义出口粒子效果
|
||
FleckMaker.Static(target.Cell, map, Props.customExitFleck);
|
||
// 如果需要更大的效果,可以创建多个粒子
|
||
if (Props.effectScale > 1.5f)
|
||
{
|
||
for (int i = 0; i < Mathf.FloorToInt(Props.effectScale); i++)
|
||
{
|
||
Vector3 offset = new Vector3(Rand.Range(-0.5f, 0.5f), 0f, Rand.Range(-0.5f, 0.5f));
|
||
FleckMaker.Static(target.Cell.ToVector3Shifted() + offset, map, Props.customExitFleck);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 默认出口粒子效果
|
||
FleckMaker.Static(target.Cell, map, FleckDefOf.PsycastSkipInnerExit);
|
||
FleckMaker.Static(target.Cell, map, FleckDefOf.PsycastSkipOuterRingExit);
|
||
}
|
||
|
||
// 播放传送音效
|
||
SoundDefOf.Psycast_Skip_Entry.PlayOneShot(new TargetInfo(caster.Position, map));
|
||
SoundDefOf.Psycast_Skip_Exit.PlayOneShot(new TargetInfo(target.Cell, map));
|
||
},
|
||
ticksAwayFromCast = 5
|
||
};
|
||
}
|
||
|
||
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
|
||
{
|
||
base.Apply(target, dest);
|
||
|
||
if (!target.IsValid)
|
||
{
|
||
return;
|
||
}
|
||
|
||
Pawn caster = parent.pawn;
|
||
Map map = caster.Map;
|
||
|
||
// 使用自定义或默认的入口效果器
|
||
EffecterDef entryEffecter = Props.customEntryEffecter ?? EffecterDefOf.Skip_Entry;
|
||
Effecter entryEffect = entryEffecter.Spawn(caster, map);
|
||
|
||
// 应用效果缩放
|
||
if (Props.effectScale != 1.0f && entryEffect is Effecter effect)
|
||
{
|
||
// 这里可以添加效果缩放的逻辑
|
||
// 注意:Effecter类可能没有直接的缩放属性,需要根据具体实现调整
|
||
}
|
||
|
||
parent.AddEffecterToMaintain(entryEffect, caster.Position, 60);
|
||
|
||
// 使用自定义或默认的出口效果器
|
||
EffecterDef exitEffecter = Props.customExitEffecter ?? EffecterDefOf.Skip_Exit;
|
||
Effecter exitEffect = exitEffecter.Spawn(target.Cell, map);
|
||
parent.AddEffecterToMaintain(exitEffect, target.Cell, 60);
|
||
|
||
// 唤醒可能休眠的组件
|
||
caster.TryGetComp<CompCanBeDormant>()?.WakeUp();
|
||
|
||
// 执行传送
|
||
caster.Position = target.Cell;
|
||
caster.Notify_Teleported();
|
||
|
||
// 如果是玩家阵营,解除战争迷雾
|
||
if ((caster.Faction == Faction.OfPlayer || caster.IsPlayerControlled) && caster.Position.Fogged(map))
|
||
{
|
||
FloodFillerFog.FloodUnfog(caster.Position, map);
|
||
}
|
||
|
||
// 传送后眩晕
|
||
caster.stances.stunner.StunFor(Props.stunTicks.RandomInRange, caster, addBattleLog: false, showMote: false);
|
||
|
||
// 发送传送信号
|
||
SendSkipUsedSignal(caster.Position, caster);
|
||
|
||
// 播放到达时的喧嚣效果
|
||
if (Props.destClamorType != null)
|
||
{
|
||
// 根据效果缩放调整喧嚣半径
|
||
float adjustedRadius = Props.destClamorRadius * Props.effectScale;
|
||
GenClamor.DoClamor(caster, target.Cell, adjustedRadius, Props.destClamorType);
|
||
}
|
||
}
|
||
|
||
public override bool Valid(LocalTargetInfo target, bool showMessages = true)
|
||
{
|
||
// 检查目的地是否有效
|
||
if (!CanTeleportTo(target.Cell, parent.pawn.Map))
|
||
{
|
||
if (showMessages)
|
||
{
|
||
Messages.Message("CannotTeleportToLocation".Translate(),
|
||
new LookTargets(target.Cell, parent.pawn.Map),
|
||
MessageTypeDefOf.RejectInput);
|
||
}
|
||
return false;
|
||
}
|
||
|
||
return base.Valid(target, showMessages);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查是否可以命中目标
|
||
/// </summary>
|
||
public bool CanHitTarget(LocalTargetInfo target)
|
||
{
|
||
// 检查是否在范围内
|
||
if (Props.range > 0f && target.Cell.DistanceTo(parent.pawn.Position) > Props.range)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// 检查视线(如果需要)
|
||
if (Props.requireLineOfSight && !GenSight.LineOfSight(parent.pawn.Position, target.Cell, parent.pawn.Map))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// 检查是否可以传送到该位置
|
||
return CanTeleportTo(target.Cell, parent.pawn.Map);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查是否可以传送到指定位置
|
||
/// </summary>
|
||
private bool CanTeleportTo(IntVec3 cell, Map map)
|
||
{
|
||
if (!cell.InBounds(map))
|
||
return false;
|
||
|
||
// 检查战争迷雾
|
||
if (!Props.canTeleportToFogged && cell.Fogged(map))
|
||
return false;
|
||
|
||
// 检查屋顶
|
||
if (!Props.canTeleportToRoofed && map.roofGrid.Roofed(cell))
|
||
return false;
|
||
|
||
// 检查是否可站立
|
||
if (!cell.Standable(map))
|
||
return false;
|
||
|
||
// 检查是否有障碍物
|
||
Building edifice = cell.GetEdifice(map);
|
||
if (edifice != null && edifice.def.surfaceType != SurfaceType.Item &&
|
||
edifice.def.surfaceType != SurfaceType.Eat && !(edifice is Building_Door { Open: not false }))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// 检查是否有物品阻挡
|
||
List<Thing> thingList = cell.GetThingList(map);
|
||
for (int i = 0; i < thingList.Count; i++)
|
||
{
|
||
if (thingList[i].def.category == ThingCategory.Item)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
|
||
{
|
||
if (!CanHitTarget(target))
|
||
{
|
||
return "CannotTeleportToLocation".Translate();
|
||
}
|
||
return base.ExtraLabelMouseAttachment(target);
|
||
}
|
||
|
||
public override void DrawEffectPreview(LocalTargetInfo target)
|
||
{
|
||
// 绘制传送目的地的预览
|
||
GenDraw.DrawTargetHighlight(target);
|
||
|
||
// 绘制传送范围
|
||
if (Props.range > 0)
|
||
{
|
||
GenDraw.DrawRadiusRing(parent.pawn.Position, Props.range);
|
||
}
|
||
}
|
||
|
||
public static void SendSkipUsedSignal(LocalTargetInfo target, Thing initiator)
|
||
{
|
||
Find.SignalManager.SendSignal(new Signal(SkipUsedSignalTag, target.Named("POSITION"), initiator.Named("SUBJECT")));
|
||
}
|
||
}
|
||
}
|