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WulaFallenEmpireRW/Source/WulaFallenEmpire/Pawn_Comps/Cat_Invisible/CompProperties_FighterInvisible.cs
2026-02-25 17:30:59 +08:00

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using RimWorld;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_FighterInvisible : CompProperties
{
public float BaseVisibleRadius = 14f;
public int UndetectedTimeout = 120;
public int CheckDetectedIntervalTicks = 7;
public float FirstDetectedRadius = 30f;
public int RevealedLetterDelayTicks = 6;
public int AmbushCallMTBTicks = 600;
// 修改一个可定义的提供隐身的hediff
public HediffDef InvisibilityDef;
// 隐身冷却
public int stealthCooldownTicks = 1200;
// 新增:是否在视线内出现敌人时解除隐身
public bool revealOnEnemyInSight = false;
// 新增解除隐身的检测半径默认为FirstDetectedRadius
public float revealDetectionRadius = 500f;
// 新增:是否显示解除隐身效果
public bool showRevealEffect = true;
// 新增:解除隐身时的声音
public SoundDef revealSound;
// 新增:是否发送解除隐身消息
public bool sendRevealMessage = false;
// 新增解除隐身的最小敌人数量默认为1
public int minEnemiesToReveal = 1;
// 新增:敌人类型过滤器(空表示所有敌人)
public List<ThingDef> enemyTypeFilter;
// 新增:是否只在战斗状态时检查敌人
public bool onlyCheckInCombat = false;
// 新增:是否忽略某些状态的敌人(如倒地、死亡等)
public bool ignoreDownedEnemies = true;
public bool ignoreSleepingEnemies = false;
// 新增:简化发信配置
public bool sendLetterOnReveal = false;
public string letterTitle = "";
public string letterText = "";
public int letterIntervalTicks = 1200;
public CompProperties_FighterInvisible()
{
compClass = typeof(CompFighterInvisible);
}
public override IEnumerable<string> ConfigErrors(ThingDef parentDef)
{
foreach (string error in base.ConfigErrors(parentDef))
{
yield return error;
}
if (InvisibilityDef == null)
{
yield return "InvisibilityDef is not defined for CompProperties_FighterInvisible";
}
if (revealDetectionRadius <= 0)
{
revealDetectionRadius = FirstDetectedRadius;
}
}
}
}