✅ WulaLog.cs - 修改了DebugEnabled属性,仅检查enableDebugLogs设置(不检查DevMode) ✅ WulaFallenEmpireMod.cs - 在DoSettingsWindowContents中添加了UI复选框,显示"Enable Debug Logs"选项 ✅ 替换了所有848个Log.Message/Error/Warning调用为WulaLog.Debug()
255 lines
8.2 KiB
C#
255 lines
8.2 KiB
C#
using RimWorld;
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using Verse;
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using System.Collections.Generic;
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using RimWorld.Planet;
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namespace WulaFallenEmpire
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{
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public class CompProperties_AircraftHangar : CompProperties
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{
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public ThingDef aircraftDef; // 对应的战机定义
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public int aircraftCount = 1; // 起飞后提供的战机数量
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public ThingDef skyfallerLeaving; // 起飞时的天空坠落者效果
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// 新增:自动发射配置
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public bool autoLaunchEnabled = false; // 是否启用自动发射
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public int autoLaunchDelayTicks = 600; // 自动发射延迟(ticks,默认10秒)
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public bool autoLaunchOnConstruction = true; // 建造完成后自动发射
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public bool autoLaunchOnPowerOn = false; // 通电时自动发射
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public CompProperties_AircraftHangar()
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{
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compClass = typeof(CompAircraftHangar);
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}
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}
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public class CompAircraftHangar : ThingComp
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{
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public CompProperties_AircraftHangar Props => (CompProperties_AircraftHangar)props;
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// 新增:自动发射状态
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private bool autoLaunchScheduled = false;
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private int autoLaunchTick = -1;
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private bool hasLaunched = false;
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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if (!respawningAfterLoad && Props.autoLaunchEnabled && Props.autoLaunchOnConstruction)
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{
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ScheduleAutoLaunch();
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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 autoLaunchScheduled, "autoLaunchScheduled", false);
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Scribe_Values.Look(ref autoLaunchTick, "autoLaunchTick", -1);
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Scribe_Values.Look(ref hasLaunched, "hasLaunched", 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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// 处理自动发射
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if (Props.autoLaunchEnabled && !hasLaunched)
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{
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HandleAutoLaunch();
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}
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}
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// 新增:自动发射处理
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private void HandleAutoLaunch()
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{
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// 检查预定发射
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if (autoLaunchScheduled && Find.TickManager.TicksGame >= autoLaunchTick)
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{
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LaunchAircraft();
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return;
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}
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// 检查通电自动发射
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if (Props.autoLaunchOnPowerOn && IsPoweredOn() && !autoLaunchScheduled)
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{
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ScheduleAutoLaunch();
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return;
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}
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}
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// 新增:检查电力状态
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private bool IsPoweredOn()
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{
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var powerComp = parent.GetComp<CompPowerTrader>();
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return powerComp != null && powerComp.PowerOn;
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}
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// 新增:预定自动发射
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private void ScheduleAutoLaunch()
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{
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if (hasLaunched || autoLaunchScheduled)
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return;
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autoLaunchScheduled = true;
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autoLaunchTick = Find.TickManager.TicksGame + Props.autoLaunchDelayTicks;
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Messages.Message("AircraftAutoLaunchScheduled".Translate(Props.aircraftDef.LabelCap, (Props.autoLaunchDelayTicks / 60f).ToString("F1")), parent, MessageTypeDefOf.NeutralEvent);
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}
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// 新增:强制立即发射(用于调试或其他系统调用)
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public void ForceLaunch()
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{
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if (!hasLaunched)
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{
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LaunchAircraft();
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}
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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foreach (Gizmo gizmo in base.CompGetGizmosExtra())
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{
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yield return gizmo;
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}
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// 如果已经发射,不显示任何按钮
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if (hasLaunched)
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yield break;
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// 手动发射命令
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Command_Action launchCommand = new Command_Action
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{
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defaultLabel = "LaunchAircraft".Translate(),
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defaultDesc = "LaunchAircraftDesc".Translate(),
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icon = TexCommand.Attack,
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action = LaunchAircraft
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};
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// 检查条件:建筑完好
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if (parent.HitPoints <= 0)
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{
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launchCommand.Disable("HangarDamaged".Translate());
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}
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yield return launchCommand;
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}
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// 新增:切换自动发射状态
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private void ToggleAutoLaunch()
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{
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if (autoLaunchScheduled)
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{
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// 取消预定发射
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autoLaunchScheduled = false;
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autoLaunchTick = -1;
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Messages.Message("AutoLaunchCancelled".Translate(), parent, MessageTypeDefOf.NeutralEvent);
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}
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else
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{
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// 预定发射
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ScheduleAutoLaunch();
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}
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}
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private void LaunchAircraft()
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{
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if (hasLaunched)
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return;
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// 获取全局战机管理器
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WorldComponent_AircraftManager aircraftManager = Find.World.GetComponent<WorldComponent_AircraftManager>();
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if (aircraftManager == null)
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{
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WulaLog.Debug("AircraftManagerNotFound".Translate());
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return;
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}
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// 立即向全局管理器注册战机
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aircraftManager.AddAircraft(Props.aircraftDef, Props.aircraftCount, parent.Faction);
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// 显示消息
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Messages.Message("AircraftLaunched".Translate(Props.aircraftCount, Props.aircraftDef.LabelCap), parent, MessageTypeDefOf.PositiveEvent);
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// 创建起飞效果(仅视觉效果)
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if (Props.skyfallerLeaving != null)
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{
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CreateTakeoffEffect();
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}
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else
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{
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// 如果没有定义 Skyfaller,直接销毁建筑
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parent.Destroy();
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}
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hasLaunched = true;
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autoLaunchScheduled = false;
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}
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private void CreateTakeoffEffect()
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{
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try
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{
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// 创建 1 单位 Chemfuel 作为 Skyfaller 的内容物
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Thing chemfuel = ThingMaker.MakeThing(ThingDefOf.Chemfuel);
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chemfuel.stackCount = 1;
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// 创建包含 Chemfuel 的 Skyfaller
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Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(Props.skyfallerLeaving, chemfuel);
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// 设置起飞位置(建筑当前位置)
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IntVec3 takeoffPos = parent.Position;
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// 检查地图是否有效
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if (parent.Map == null)
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{
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WulaLog.Debug("TakeoffEffectMapNull".Translate());
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return;
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}
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// 生成 Skyfaller
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GenSpawn.Spawn(skyfaller, takeoffPos, parent.Map);
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WulaLog.Debug("TakeoffSkyfallerCreated".Translate(takeoffPos));
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// 销毁原建筑
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parent.Destroy(DestroyMode.Vanish);
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}
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catch (System.Exception ex)
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{
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WulaLog.Debug("TakeoffEffectError".Translate(ex.Message));
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// 如果Skyfaller创建失败,直接销毁建筑
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parent.Destroy(DestroyMode.Vanish);
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}
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}
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// 新增:检查是否已经发射
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public bool HasLaunched => hasLaunched;
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// 新增:获取自动发射状态信息(用于检查字符串)
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public override string CompInspectStringExtra()
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{
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if (hasLaunched)
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return "AircraftStatusLaunched".Translate();
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if (Props.autoLaunchEnabled)
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{
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if (autoLaunchScheduled)
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{
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int ticksRemaining = autoLaunchTick - Find.TickManager.TicksGame;
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float secondsRemaining = ticksRemaining / 60f;
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return "AutoLaunchScheduled".Translate(secondsRemaining.ToString("F1"));
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}
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else
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{
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return "AutoLaunchReady".Translate();
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}
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}
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return base.CompInspectStringExtra();
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}
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}
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}
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