630 lines
24 KiB
C#
630 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using Verse;
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using Verse.AI;
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using RimWorld;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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public class CompProperties_MultiTurretGun : CompProperties_TurretGun
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{
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public int ID;
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public float traverseSpeed = 30f; // 旋转速度(度/秒),默认30度/秒
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public float aimTicks = 15; // 瞄准所需tick数
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public float idleRotationSpeed = 5f; // 空闲时的旋转速度(度/秒)
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public bool smoothRotation = true; // 是否启用平滑旋转
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public float minAimAngle = 10f; // 开始预热所需的最小瞄准角度差(度)
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public int resetCooldownTicks = 120; // 开火后的复位冷却时间(默认2秒)
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public CompProperties_MultiTurretGun()
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{
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compClass = typeof(Comp_MultiTurretGun);
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}
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}
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public class Comp_MultiTurretGun : CompTurretGun
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{
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private bool fireAtWill = true;
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private float currentRotationAngle; // 当前实际旋转角度
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private float targetRotationAngle; // 目标旋转角度
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private float rotationVelocity; // 旋转速度(用于平滑插值)
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private int ticksWithoutTarget = 0; // 没有目标的tick计数
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private bool isIdleRotating = false; // 是否处于空闲旋转状态
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private float idleRotationDirection = 1f; // 空闲旋转方向
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private bool isAiming = false; // 是否正在瞄准
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private float lastBaseRotationAngle; // 上一次记录的基座角度
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private float lastTargetAngle; // 最后一次目标角度
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// 添加缺失的字段
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private LocalTargetInfo lastAttackedTarget = LocalTargetInfo.Invalid;
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private int lastAttackTargetTick;
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// Gizmo相关静态字段
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private static readonly CachedTexture ToggleTurretIcon = new CachedTexture("UI/Gizmos/ToggleTurret");
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private static bool gizmoAdded = false; // 防止重复添加Gizmo
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// 复位冷却相关
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private int resetCooldownTicksLeft = 0;
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private bool isInResetCooldown = false;
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public new CompProperties_MultiTurretGun Props => (CompProperties_MultiTurretGun)props;
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// 添加属性
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private bool WarmingUp => burstWarmupTicksLeft > 0;
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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// 初始化旋转角度为建筑方向
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currentRotationAngle = parent.Rotation.AsAngle + Props.angleOffset;
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targetRotationAngle = currentRotationAngle;
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lastBaseRotationAngle = parent.Rotation.AsAngle;
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lastTargetAngle = currentRotationAngle;
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}
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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)
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{
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currentRotationAngle = parent.Rotation.AsAngle + Props.angleOffset;
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targetRotationAngle = currentRotationAngle;
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lastBaseRotationAngle = parent.Rotation.AsAngle;
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lastTargetAngle = currentRotationAngle;
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}
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gizmoAdded = false; // 重置Gizmo状态
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}
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private bool CanShoot
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{
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get
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{
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if (parent is Pawn pawn)
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{
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if (!pawn.Spawned || pawn.Downed || pawn.Dead || !pawn.Awake())
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{
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return false;
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}
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if (pawn.stances.stunner.Stunned)
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{
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return false;
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}
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if (TurretDestroyed)
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{
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return false;
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}
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if (pawn.IsColonyMechPlayerControlled && !fireAtWill)
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{
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return false;
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}
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}
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CompCanBeDormant compCanBeDormant = parent.TryGetComp<CompCanBeDormant>();
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if (compCanBeDormant != null && !compCanBeDormant.Awake)
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{
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return false;
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}
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return true;
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}
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}
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public override void CompTick()
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{
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if (!CanShoot)
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{
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ResetCurrentTarget();
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return;
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}
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// 检查Pawn是否转向
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CheckPawnRotationChange();
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// 更新炮塔旋转(必须在目标检查之前)
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UpdateTurretRotation();
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// 处理VerbTick
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AttackVerb.VerbTick();
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if (AttackVerb.state == VerbState.Bursting)
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{
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return;
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}
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// 更新复位冷却
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UpdateResetCooldown();
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// 如果正在预热
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if (WarmingUp)
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{
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// 检查是否仍然瞄准目标
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if (currentTarget.IsValid && IsAimingAtTarget())
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{
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burstWarmupTicksLeft--;
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if (burstWarmupTicksLeft == 0)
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{
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// 确保炮塔已经瞄准目标
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if (IsAimedAtTarget())
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{
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AttackVerb.TryStartCastOn(currentTarget, surpriseAttack: false, canHitNonTargetPawns: true, preventFriendlyFire: false, nonInterruptingSelfCast: true);
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lastAttackTargetTick = Find.TickManager.TicksGame;
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lastAttackedTarget = currentTarget;
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// 开火后重置目标,并启动复位冷却
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ResetCurrentTarget();
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StartResetCooldown();
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}
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else
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{
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// 如果没有瞄准,重置预热
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burstWarmupTicksLeft = 1;
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}
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}
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}
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else
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{
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// 失去目标或失去瞄准,重置预热
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ResetCurrentTarget();
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}
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return;
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}
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// 冷却中
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if (burstCooldownTicksLeft > 0)
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{
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burstCooldownTicksLeft--;
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}
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// 冷却结束且复位冷却结束,尝试寻找目标
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if (burstCooldownTicksLeft <= 0 && !isInResetCooldown && parent.IsHashIntervalTick(10))
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{
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TryAcquireTarget();
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}
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// 更新空闲旋转
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UpdateIdleRotation();
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}
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private void UpdateResetCooldown()
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{
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if (isInResetCooldown && resetCooldownTicksLeft > 0)
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{
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resetCooldownTicksLeft--;
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if (resetCooldownTicksLeft <= 0)
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{
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isInResetCooldown = false;
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resetCooldownTicksLeft = 0;
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}
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}
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}
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private void StartResetCooldown()
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{
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resetCooldownTicksLeft = Props.resetCooldownTicks;
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isInResetCooldown = true;
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ticksWithoutTarget = 0; // 重置无目标计数
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}
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private void CheckPawnRotationChange()
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{
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// 如果父物体是Pawn,检查其朝向是否改变
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if (parent is Pawn pawn)
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{
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float currentBaseRotation = pawn.Rotation.AsAngle;
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// 如果朝向改变超过5度,立即更新基座方向
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if (Mathf.Abs(Mathf.DeltaAngle(currentBaseRotation, lastBaseRotationAngle)) > 5f)
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{
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// 立即调整炮塔角度,跟上Pawn的转向
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currentRotationAngle += Mathf.DeltaAngle(lastBaseRotationAngle, currentBaseRotation);
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targetRotationAngle = currentRotationAngle;
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lastBaseRotationAngle = currentBaseRotation;
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// 如果有目标,重新计算目标角度
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if (currentTarget.IsValid)
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{
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Vector3 targetPos = currentTarget.CenterVector3;
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Vector3 turretPos = parent.DrawPos;
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targetRotationAngle = (targetPos - turretPos).AngleFlat();
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}
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}
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}
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}
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private void TryAcquireTarget()
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{
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// 如果正在复位冷却中,不寻找目标
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if (isInResetCooldown)
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return;
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// 尝试寻找新目标
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LocalTargetInfo newTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(
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this,
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TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable
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);
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if (newTarget.IsValid)
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{
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// 如果已经有目标并且是同一个目标,保持当前状态
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if (currentTarget.IsValid && currentTarget.Thing == newTarget.Thing)
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{
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// 检查是否已经瞄准目标
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if (IsAimedAtTarget())
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{
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// 如果已经瞄准,开始预热
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if (burstWarmupTicksLeft <= 0)
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{
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burstWarmupTicksLeft = Mathf.Max(1, Mathf.RoundToInt(Props.aimTicks));
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}
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}
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else if (IsAimingAtTarget())
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{
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// 如果正在瞄准但未完成,保持当前状态
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// 什么也不做,继续旋转
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}
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else
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{
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// 需要重新瞄准
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burstWarmupTicksLeft = 0;
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}
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}
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else
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{
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// 新目标,重置状态
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currentTarget = newTarget;
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burstWarmupTicksLeft = 0;
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isAiming = true;
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// 计算目标角度
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Vector3 targetPos = currentTarget.CenterVector3;
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Vector3 turretPos = parent.DrawPos;
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targetRotationAngle = (targetPos - turretPos).AngleFlat();
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lastTargetAngle = targetRotationAngle;
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}
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}
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else
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{
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// 没有目标
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ResetCurrentTarget();
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}
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}
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private bool IsAimingAtTarget()
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{
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if (!currentTarget.IsValid)
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return false;
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// 计算当前角度与目标角度的差值
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float angleDiff = Mathf.Abs(Mathf.DeltaAngle(currentRotationAngle, targetRotationAngle));
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// 如果角度差小于最小瞄准角度,认为正在瞄准
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return angleDiff <= Props.minAimAngle;
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}
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private bool IsAimedAtTarget()
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{
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if (!currentTarget.IsValid)
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return false;
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// 计算当前角度与目标角度的差值
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float angleDiff = Mathf.Abs(Mathf.DeltaAngle(currentRotationAngle, targetRotationAngle));
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// 如果角度差小于2度,认为已经瞄准
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return angleDiff <= 2f;
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}
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private void UpdateTurretRotation()
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{
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if (!Props.smoothRotation)
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{
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// 非平滑旋转:直接设置角度
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if (currentTarget.IsValid)
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{
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Vector3 targetPos = currentTarget.CenterVector3;
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Vector3 turretPos = parent.DrawPos;
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curRotation = (targetPos - turretPos).AngleFlat() + Props.angleOffset;
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}
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else
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{
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curRotation = parent.Rotation.AsAngle + Props.angleOffset;
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}
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return;
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}
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// 平滑旋转逻辑
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if (currentTarget.IsValid)
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{
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// 有目标时,计算朝向目标的角度
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Vector3 targetPos = currentTarget.CenterVector3;
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Vector3 turretPos = parent.DrawPos;
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targetRotationAngle = (targetPos - turretPos).AngleFlat();
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ticksWithoutTarget = 0;
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isIdleRotating = false;
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lastTargetAngle = targetRotationAngle;
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}
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else
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{
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// 没有目标时,朝向初始角度
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targetRotationAngle = parent.Rotation.AsAngle + Props.angleOffset;
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ticksWithoutTarget++;
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lastTargetAngle = targetRotationAngle;
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}
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// 确保角度在0-360范围内
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targetRotationAngle = targetRotationAngle % 360f;
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if (targetRotationAngle < 0f)
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targetRotationAngle += 360f;
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// 计算角度差(使用DeltaAngle处理360度循环)
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float angleDiff = Mathf.DeltaAngle(currentRotationAngle, targetRotationAngle);
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// 如果角度差很小,直接设置到目标角度
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if (Mathf.Abs(angleDiff) < 0.1f)
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{
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currentRotationAngle = targetRotationAngle;
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curRotation = currentRotationAngle;
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return;
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}
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// 计算最大旋转速度(度/秒)
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float maxRotationSpeed = Props.traverseSpeed;
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// 如果有目标且在预热,根据预热进度调整旋转速度
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if (currentTarget.IsValid && burstWarmupTicksLeft > 0)
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{
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float warmupProgress = 1f - (float)burstWarmupTicksLeft / (float)Math.Max(Props.aimTicks, 1f);
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// 预热初期快速旋转,接近完成时减速
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if (warmupProgress < 0.3f)
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{
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maxRotationSpeed *= 1.8f; // 初期更快
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}
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else if (warmupProgress > 0.7f)
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{
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maxRotationSpeed *= 0.5f; // 后期更慢,精确瞄准
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}
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}
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// 转换为每tick的旋转速度
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float maxRotationPerTick = maxRotationSpeed / 60f;
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// 根据角度差调整旋转速度
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float rotationSpeedMultiplier = Mathf.Clamp(Mathf.Abs(angleDiff) / 45f, 0.5f, 1.5f);
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maxRotationPerTick *= rotationSpeedMultiplier;
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// 计算这一帧应该旋转的角度
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float rotationThisTick = Mathf.Clamp(angleDiff, -maxRotationPerTick, maxRotationPerTick);
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// 应用旋转
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currentRotationAngle += rotationThisTick;
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// 确保角度在0-360范围内
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currentRotationAngle = currentRotationAngle % 360f;
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if (currentRotationAngle < 0f)
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currentRotationAngle += 360f;
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// 更新基类的curRotation
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curRotation = currentRotationAngle;
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}
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private void UpdateIdleRotation()
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{
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// 只在没有目标、冷却结束且复位冷却结束时执行空闲旋转
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if (!currentTarget.IsValid && burstCooldownTicksLeft <= 0 && !isInResetCooldown && ticksWithoutTarget > 120)
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{
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if (!isIdleRotating)
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{
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isIdleRotating = true;
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idleRotationDirection = Rand.Value > 0.5f ? 1f : -1f;
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}
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// 缓慢旋转
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float idleRotationPerTick = Props.idleRotationSpeed / 60f * idleRotationDirection;
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currentRotationAngle += idleRotationPerTick;
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// 确保角度在0-360范围内
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currentRotationAngle = currentRotationAngle % 360f;
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if (currentRotationAngle < 0f)
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currentRotationAngle += 360f;
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// 更新基类的curRotation
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curRotation = currentRotationAngle;
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// 每30tick随机可能改变方向
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if (Find.TickManager.TicksGame % 30 == 0 && Rand.Value < 0.1f)
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{
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idleRotationDirection *= -1f;
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}
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}
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else
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{
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isIdleRotating = false;
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}
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}
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private void ResetCurrentTarget()
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{
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currentTarget = LocalTargetInfo.Invalid;
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burstWarmupTicksLeft = 0;
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isAiming = false;
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}
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public override void PostDraw()
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{
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base.PostDraw();
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// 如果有目标且正在预热,绘制瞄准线
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if (currentTarget.IsValid && burstWarmupTicksLeft > 0)
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{
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DrawTargetingLine();
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}
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}
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private void DrawTargetingLine()
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{
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Vector3 lineStart = parent.DrawPos;
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lineStart.y = AltitudeLayer.MetaOverlays.AltitudeFor();
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Vector3 lineEnd = currentTarget.CenterVector3;
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lineEnd.y = AltitudeLayer.MetaOverlays.AltitudeFor();
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// 计算瞄准精度
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float aimAccuracy = 1f - Mathf.Abs(Mathf.DeltaAngle(currentRotationAngle, targetRotationAngle)) / 45f;
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aimAccuracy = Mathf.Clamp01(aimAccuracy);
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// 根据瞄准精度改变线条颜色
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Color lineColor = Color.Lerp(Color.yellow, Color.red, aimAccuracy);
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lineColor.a = 0.7f;
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GenDraw.DrawLineBetween(lineStart, lineEnd);
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}
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private void MakeGun()
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{
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gun = ThingMaker.MakeThing(Props.turretDef);
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UpdateGunVerbs();
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}
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private void UpdateGunVerbs()
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{
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List<Verb> allVerbs = gun.TryGetComp<CompEquippable>().AllVerbs;
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for (int i = 0; i < allVerbs.Count; i++)
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{
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Verb verb = allVerbs[i];
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verb.caster = parent;
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verb.castCompleteCallback = delegate
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{
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burstCooldownTicksLeft = AttackVerb.verbProps.defaultCooldownTime.SecondsToTicks();
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};
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}
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}
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// 添加Gizmo方法
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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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// 只让第一个Comp_MultiTurretGun组件生成Gizmo
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if (parent is Pawn pawn && pawn.IsColonyMechPlayerControlled)
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{
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// 获取所有Comp_MultiTurretGun组件
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var allTurretComps = parent.GetComps<Comp_MultiTurretGun>();
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// 检查当前组件是否是第一个
|
||
if (!gizmoAdded)
|
||
{
|
||
gizmoAdded = true;
|
||
|
||
// 检查所有炮塔是否都有相同的fireAtWill状态
|
||
bool allTurretsEnabled = true;
|
||
bool allTurretsDisabled = true;
|
||
|
||
foreach (var turretComp in allTurretComps)
|
||
{
|
||
if (turretComp.fireAtWill)
|
||
allTurretsDisabled = false;
|
||
else
|
||
allTurretsEnabled = false;
|
||
}
|
||
|
||
// 确定Gizmo的初始状态
|
||
bool mixedState = !(allTurretsEnabled || allTurretsDisabled);
|
||
|
||
Command_Toggle command = new Command_Toggle();
|
||
command.defaultLabel = "CommandToggleTurret".Translate();
|
||
command.defaultDesc = "CommandToggleTurretDesc".Translate();
|
||
command.icon = ToggleTurretIcon.Texture;
|
||
command.isActive = () =>
|
||
{
|
||
// 如果有混合状态,显示为false但使用特殊图标
|
||
if (mixedState)
|
||
return false;
|
||
return allTurretsEnabled;
|
||
};
|
||
command.toggleAction = () =>
|
||
{
|
||
// 切换所有炮塔的状态
|
||
bool newState = !allTurretsEnabled;
|
||
|
||
foreach (var turretComp in allTurretComps)
|
||
{
|
||
turretComp.fireAtWill = newState;
|
||
|
||
// 如果关闭炮塔,重置当前目标
|
||
if (!newState)
|
||
{
|
||
turretComp.ResetCurrentTarget();
|
||
}
|
||
}
|
||
};
|
||
|
||
// 如果有混合状态,显示特殊图标
|
||
if (mixedState)
|
||
{
|
||
command.icon = ContentFinder<Texture2D>.Get("UI/Commands/MixedState");
|
||
}
|
||
|
||
yield return command;
|
||
}
|
||
}
|
||
}
|
||
|
||
public override void PostExposeData()
|
||
{
|
||
base.PostExposeData();
|
||
Scribe_Values.Look(ref burstCooldownTicksLeft, "burstCooldownTicksLeft", 0);
|
||
Scribe_Values.Look(ref burstWarmupTicksLeft, "burstWarmupTicksLeft", 0);
|
||
Scribe_TargetInfo.Look(ref currentTarget, "currentTarget_" + Props.ID);
|
||
Scribe_Deep.Look(ref gun, "gun_" + Props.ID);
|
||
Scribe_Values.Look(ref fireAtWill, "fireAtWill", defaultValue: true);
|
||
Scribe_Values.Look(ref currentRotationAngle, "currentRotationAngle", 0f);
|
||
Scribe_Values.Look(ref targetRotationAngle, "targetRotationAngle", 0f);
|
||
Scribe_Values.Look(ref rotationVelocity, "rotationVelocity", 0f);
|
||
Scribe_Values.Look(ref ticksWithoutTarget, "ticksWithoutTarget", 0);
|
||
Scribe_Values.Look(ref isIdleRotating, "isIdleRotating", false);
|
||
Scribe_Values.Look(ref idleRotationDirection, "idleRotationDirection", 1f);
|
||
Scribe_Values.Look(ref isAiming, "isAiming", false);
|
||
Scribe_Values.Look(ref lastBaseRotationAngle, "lastBaseRotationAngle", 0f);
|
||
Scribe_Values.Look(ref lastTargetAngle, "lastTargetAngle", 0f);
|
||
|
||
// 保存缺失的字段
|
||
Scribe_TargetInfo.Look(ref lastAttackedTarget, "lastAttackedTarget_" + Props.ID);
|
||
Scribe_Values.Look(ref lastAttackTargetTick, "lastAttackTargetTick_" + Props.ID, 0);
|
||
|
||
// 保存复位冷却相关字段
|
||
Scribe_Values.Look(ref resetCooldownTicksLeft, "resetCooldownTicksLeft", 0);
|
||
Scribe_Values.Look(ref isInResetCooldown, "isInResetCooldown", false);
|
||
|
||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||
{
|
||
if (gun == null)
|
||
{
|
||
MakeGun();
|
||
}
|
||
else
|
||
{
|
||
UpdateGunVerbs();
|
||
}
|
||
|
||
// 确保旋转角度有效
|
||
if (currentRotationAngle == 0f)
|
||
{
|
||
currentRotationAngle = parent.Rotation.AsAngle + Props.angleOffset;
|
||
targetRotationAngle = currentRotationAngle;
|
||
lastBaseRotationAngle = parent.Rotation.AsAngle;
|
||
lastTargetAngle = currentRotationAngle;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 如果需要实现 IAttackTargetSearcher 接口
|
||
public new Thing Thing => parent;
|
||
|
||
public new LocalTargetInfo LastAttackedTarget => lastAttackedTarget;
|
||
|
||
public new int LastAttackTargetTick => lastAttackTargetTick;
|
||
}
|
||
}
|