Files
WulaFallenEmpireRW/1.6/1.6/Defs/ThingDefs_Misc/WULA_Flyover_Item.xml

935 lines
37 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_MotherShip</defName>
<label>乌拉帝国母舰</label>
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<texPath>Wula/FlyoverThing/WULA_MotherShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(100,250)</drawSize>
<color>(195,195,195,45)</color>
</graphicData>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<!-- 淡入淡出开关 -->
<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>50</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<!-- 入场信封信息 -->
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>帝国母舰已抵达</letterLabel>
<letterText>一艘帝国母舰响应请求抵达殖民地上空!</letterText>
<letterDef>PositiveEvent</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
<availableFacilities>
<li>BombardmentFacility</li>
<li>HarborFacility</li>
<li>FactoryFacility</li>
<li>BuildingdropperFacility</li>
</availableFacilities>
</li>
<!-- 新增冷却组件 -->
<li Class="WulaFallenEmpire.CompProperties_FlyOverCooldown">
<baseCooldownTicks>60000</baseCooldownTicks> <!-- 1天 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_BattleShip</defName>
<label>乌拉帝国护航舰</label>
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<texPath>Wula/FlyoverThing/WULA_BattleShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(70,100)</drawSize>
<color>(195,195,195,45)</color>
</graphicData>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<!-- 淡入淡出开关 -->
<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>50</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<!-- 入场信封信息 -->
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>帝国护航舰已抵达</letterLabel>
<letterText>一艘帝国护航舰响应请求抵达殖民地上空!</letterText>
<letterDef>PositiveEvent</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
<availableFacilities>
<li>BombardmentFacility</li>
</availableFacilities>
</li>
<!-- 新增冷却组件 -->
<li Class="WulaFallenEmpire.CompProperties_FlyOverCooldown">
<baseCooldownTicks>60000</baseCooldownTicks> <!-- 1天 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_ConstructionShip</defName>
<label>乌拉帝国工程舰</label>
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<texPath>Wula/FlyoverThing/WULA_ConstructionShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(70,200)</drawSize>
<color>(195,195,195,45)</color>
</graphicData>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<!-- 淡入淡出开关 -->
<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>50</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<!-- 入场信封信息 -->
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>帝国工程舰已抵达</letterLabel>
<letterText>一艘帝国工程舰响应请求抵达殖民地上空!</letterText>
<letterDef>PositiveEvent</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
<availableFacilities>
<li>FactoryFacility</li>
<li>BuildingdropperFacility</li>
</availableFacilities>
</li>
</comps>
</ThingDef>
<!-- 战机 -->
<ThingDef Name="WULA_Fighter_Drone_Base" ParentName="EtherealThingBase" Abstract="True">
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<label>乌拉帝国蜂群无人机</label>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Fighter_Drone_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight>0</staticSunShadowHeight>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>20</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
</ThingDef>
<ThingDef ParentName="WULA_Fighter_Drone_Base">
<defName>WULA_Fighter_Drone_A</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
<projectileDef>Bullet_Beam_Fighter_Drone</projectileDef>
<sectorAngle>20</sectorAngle> <!-- 扇形角度 -->
<sectorRange>50</sectorRange> <!-- 射程 -->
<shotCount>6</shotCount> <!-- 发射次数 -->
<shotInterval>0.1</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>18</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>2</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>0</longitudinalInitialOffset>
<longitudinalMinOffset>0</longitudinalMinOffset>
<longitudinalMaxOffset>0</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Beam_Fighter_Drone</defName>
<label>蜂群光束</label>
<thingClass>Beam</thingClass>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Beam</damageDef>
<damageAmountBase>5</damageAmountBase>
<beamMoteDef>Mote_Beam_Fighter_Drone</beamMoteDef>
<beamStartOffset>0.5</beamStartOffset>
<armorPenetrationBase>0.5</armorPenetrationBase>
</projectile>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>Mote_Beam_Fighter_Drone</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.1</fadeInTime>
<fadeOutTime>0.1</fadeOutTime>
<solidTime>0.1</solidTime>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Things/Mote/GraserBeam</texPath>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteBeam</shaderType>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>0</_ScrollSpeedA>
<_ScrollSpeedB>0</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
<ThingDef ParentName="WULA_Fighter_Drone_Base">
<defName>WULA_Fighter_Drone_B</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_Shell_Incendiary</projectileDef>
<range>50</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>2</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>0</longitudinalInitialOffset>
<longitudinalMinOffset>0</longitudinalMinOffset>
<longitudinalMaxOffset>0</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Striker_Base" ParentName="EtherealThingBase" Abstract="True">
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<label>乌拉帝国攻击机</label>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Fighter_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(30,15)</drawSize>
<color>(255,255,255,170)</color>
</graphicData>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight>0</staticSunShadowHeight>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>20</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
</ThingDef>
<ThingDef ParentName="WULA_Striker_Base">
<defName>WULA_Striker_A</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
<projectileDef>Bullet_WULA_Striker_A_Missile</projectileDef>
<sectorAngle>60</sectorAngle> <!-- 扇形角度 -->
<sectorRange>85</sectorRange> <!-- 射程 -->
<shotCount>2</shotCount> <!-- 发射次数 -->
<shotInterval>0.3</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Striker_A_Missile</defName>
<label>攻击机对地导弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Striker_Missile</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(1.25,2.5)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>180</speed>
<damageAmountBase>30</damageAmountBase>
<armorPenetrationBase>1</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
<explosionRadius>3</explosionRadius>
<soundExplode>MortarBomb_Explode</soundExplode>
<screenShakeFactor>0.5</screenShakeFactor>
<flyOverhead>true</flyOverhead>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_Striker_Base">
<defName>WULA_Striker_B</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Striker_B</projectileDef>
<range>85</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Striker_B</defName>
<label>攻击机机炮子弹</label>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<tickerType>Normal</tickerType>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>5</drawSize>
</graphicData>
<projectile>
</projectile>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>65</damageAmountBase>
<speed>220</speed>
<armorPenetrationBase>1</armorPenetrationBase>
<explosionRadius>2.5</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<stoppingPower>10</stoppingPower>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>5</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_Striker_Base">
<defName>WULA_Striker_C</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_Shell_EMP</projectileDef>
<range>20</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Bomber_Base" ParentName="EtherealThingBase" Abstract="True">
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<label>乌拉帝国轰炸机</label>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Bomber_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(50,35)</drawSize>
<color>(255,255,255,120)</color>
</graphicData>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight>0</staticSunShadowHeight>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>20</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
</ThingDef>
<ThingDef ParentName="WULA_Bomber_Base">
<defName>WULA_Bomber_A</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Bomber_A_Bomb</projectileDef>
<range>35</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Bomber_A_Bomb</defName>
<label>轰炸机炸弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Shrapnel</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2.5)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>25</speed>
<damageAmountBase>180</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
<explosionRadius>8</explosionRadius>
<soundExplode>MortarBomb_Explode</soundExplode>
<screenShakeFactor>0.5</screenShakeFactor>
<flyOverhead>true</flyOverhead>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_Bomber_Base">
<defName>WULA_Bomber_B</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_Shell_Smoke</projectileDef>
<range>35</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Bomber_Base">
<defName>WULA_Bomber_C</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Bomber_C_DrakMatterBomb</projectileDef>
<range>35</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Bomber_C_DrakMatterBomb</defName>
<label>暗物质导弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Striker_Missile</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,5)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>BombSuper</damageDef>
<speed>15</speed>
<damageAmountBase>1200</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
<explosionRadius>32</explosionRadius>
<soundExplode>Explosion_GiantBomb</soundExplode>
<explosionDamageFalloff>false</explosionDamageFalloff>
<screenShakeFactor>0.5</screenShakeFactor>
<flyOverhead>true</flyOverhead>
<explosionEffect>GiantExplosion</explosionEffect>
<preExplosionSpawnSingleThingDef>CraterLarge</preExplosionSpawnSingleThingDef>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<!-- 炮击 -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Minigun_Strafe_Skyfaller</defName>
<label>链炮子弹</label>
<size>(1, 1)</size>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>5</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Bomb</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<explosionRadius>4</explosionRadius>
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
<explosionDamageFactor>1</explosionDamageFactor>
</skyfaller>
</ThingDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Firepower_Minigun_Strafe_Damage</defName>
<label>子弹</label>
<defaultDamage>25</defaultDamage>
<soundExplosion>Explosion_Bomb</soundExplosion>
</DamageDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Cannon_Salvo_Skyfaller</defName>
<label>轻型副炮炮弹</label>
<size>(1, 1)</size>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>8</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Bomb</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<explosionRadius>6</explosionRadius>
<explosionDamage>Bomb</explosionDamage>
<explosionDamageFactor>0.85</explosionDamageFactor>
</skyfaller>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Cannon_Surveillance_Skyfaller</defName>
<label>舰炮监视信标</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_WeaponArmor_Productor_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(5, 5)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Firepower_Cannon_Surveillance_Beacon</spawnThing>
</skyfaller>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Firepower_Cannon_Surveillance_Beacon</defName>
<label>舰炮监视信标</label>
<description>一枚标定监视区的轰炸信标,进入此处的敌对势力都会被乌拉帝国舰队的舰炮狠狠打击。</description>
<uiIconPath>Wula/Building/WULA_WeaponArmor_Productor</uiIconPath>
<tickerType>Normal</tickerType>
<selectable>true</selectable>
<useHitPoints>false</useHitPoints>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>Standable</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>1</WorkToBuild>
<Mass>0</Mass>
<Flammability>0</Flammability>
</statBases>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<comps>
<li Class="CompProperties_OrbitalBeam">
<width>0.2</width>
<color>(255, 20, 20, 242)</color>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>12</radius> <!-- 半径大小 -->
<color>(1, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>射程</label>
<description>该信标所标定的舰炮监视范围,进入其中的敌军将遭到炮击</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_BuildingBombardment">
<radius>12</radius>
<targetEnemies>true</targetEnemies>
<targetNeutrals>false</targetNeutrals>
<targetAnimals>false</targetAnimals>
<burstCount>3</burstCount>
<innerBurstIntervalTicks>15</innerBurstIntervalTicks>
<burstIntervalTicks>120</burstIntervalTicks>
<randomOffset>3</randomOffset>
<skyfallerDef>WULA_Firepower_Cannon_Salvo_Skyfaller</skyfallerDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_Lifespan">
<lifespanTicks>3600</lifespanTicks>
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(0.85,0.85,0.3,0.5)</glowColor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="OrbitalStrikeBase">
<defName>WULA_EnergyLance_Base</defName>
<label>power beam</label>
<thingClass>PowerBeam</thingClass>
</ThingDef>
<ThingDef ParentName="OrbitalStrikeBase">
<defName>WULA_EnergyLance_Base</defName>
<label>energy lance</label>
<thingClass>WulaFallenEmpire.EnergyLance</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.EnergyLanceExtension">
<damageDef>Flame</damageDef>
<igniteFires>true</igniteFires>
<fireIgniteChance>0.9</fireIgniteChance>
<damageAmountRange>
<min>60</min>
<max>95</max>
</damageAmountRange>
<corpseDamageAmountRange>
<min>5</min>
<max>10</max>
</corpseDamageAmountRange>
</li>
</modExtensions>
<comps>
<!-- 使用原版的轨道光束组件 -->
<li Class="CompProperties_OrbitalBeam">
<width>6</width>
<color>(255, 200, 50, 242)</color>
<sound>OrbitalBeam</sound>
</li>
<li Class="CompProperties_CameraShaker">
<mag>0.02</mag>
</li>
<li Class="CompProperties_AffectsSky">
<skyColors>
<sky>(255, 220, 180)</sky>
<shadow>(220, 200, 160)</shadow>
<overlay>(255, 240, 200)</overlay>
<saturation>1.2</saturation>
</skyColors>
</li>
</comps>
</ThingDef>
</Defs>