Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/CompWulaShieldBelt.cs
2025-07-21 16:24:04 +08:00

365 lines
13 KiB
C#

using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class CompWulaShieldBelt : ThingComp
{
private float shieldHitPoints;
private int ticksToReset = -1;
private int lastKeepDisplayTick = -9999;
private Vector3 impactAngleVect;
private int lastAbsorbDamageTick = -9999;
private bool shieldEnabled = false;
private Sustainer sustainer;
// 静态构造函数加载材质
private static readonly Material BubbleMat = MaterialPool.MatFrom("Other/ShieldBubble", ShaderDatabase.Transparent, Color.white);
public CompProperties_WulaShieldBelt Props => (CompProperties_WulaShieldBelt)props;
public float ShieldHitPoints => shieldHitPoints;
public float ShieldMaxHitPoints => Props.maxShieldHitPoints;
public bool ShieldEnabled => shieldEnabled;
private bool ShouldDisplay
{
get
{
Pawn wearer = GetWearer();
return wearer != null && wearer.Spawned && (wearer.Drafted || (wearer.Faction != null && wearer.Faction.IsPlayer) || Find.TickManager.TicksGame < lastKeepDisplayTick + 50);
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref shieldHitPoints, "shieldHitPoints", 0f);
Scribe_Values.Look(ref ticksToReset, "ticksToReset", -1);
Scribe_Values.Look(ref shieldEnabled, "shieldEnabled", Props.startEnabled);
}
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
shieldHitPoints = Props.maxShieldHitPoints;
shieldEnabled = Props.startEnabled;
}
}
public override void CompTick()
{
base.CompTick();
Pawn wearer = GetWearer();
if (wearer == null) return;
if (shieldEnabled)
{
if (sustainer == null && Props.activeSound != null)
{
sustainer = Props.activeSound.TrySpawnSustainer(SoundInfo.InMap(wearer, MaintenanceType.PerTick));
}
sustainer?.Maintain();
}
else
{
sustainer?.End();
sustainer = null;
}
if (ticksToReset > 0)
{
ticksToReset--;
if (ticksToReset <= 0)
{
Reset();
}
}
else if (shieldEnabled && Props.useHitPointsMode && shieldHitPoints < Props.maxShieldHitPoints)
{
shieldHitPoints += Props.rechargeRate / 60f; // 每秒恢复
if (shieldHitPoints > Props.maxShieldHitPoints)
{
shieldHitPoints = Props.maxShieldHitPoints;
}
}
}
public override void PostDraw()
{
base.PostDraw();
if (shieldEnabled && ShouldDisplay)
{
float num = Mathf.Lerp(1.2f, 1.55f, shieldHitPoints / Props.maxShieldHitPoints);
Vector3 drawPos = GetWearer().Drawer.DrawPos;
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
if (num2 < 8)
{
float num3 = (8 - num2) / 8f * 0.05f;
drawPos += impactAngleVect * num3;
num -= num3;
}
float alpha;
if (Props.useHitPointsMode)
{
// 生命值模式:透明度根据护盾生命值变化
alpha = Mathf.Lerp(0.2f, 0.7f, shieldHitPoints / Props.maxShieldHitPoints);
}
else
{
// 偏转模式:固定透明度,稍微闪烁效果
alpha = 0.4f + Mathf.Sin(Time.time * 2f) * 0.1f;
}
Color color = Props.shieldColor;
color.a = alpha;
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(drawPos, Quaternion.identity, Vector3.one * num * Props.shieldRadius);
Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0, null, 0, MaterialPropertyBlock);
}
}
private MaterialPropertyBlock materialPropertyBlock;
private MaterialPropertyBlock MaterialPropertyBlock
{
get
{
if (materialPropertyBlock == null)
{
materialPropertyBlock = new MaterialPropertyBlock();
}
materialPropertyBlock.SetColor(ShaderPropertyIDs.Color, Props.shieldColor);
return materialPropertyBlock;
}
}
public bool CheckIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
{
if (!shieldEnabled)
return false;
// 如果使用生命值模式且护盾已破坏,则不拦截
if (Props.useHitPointsMode && shieldHitPoints <= 0f)
return false;
Pawn wearer = GetWearer();
if (wearer == null || !wearer.Spawned)
return false;
if (!Props.interceptGroundProjectiles && !projectile.def.projectile.flyOverhead)
return false;
if (!Props.interceptAirProjectiles && projectile.def.projectile.flyOverhead)
return false;
Vector3 center = wearer.TrueCenter();
float radius = Props.shieldRadius;
// 简单检查:如果射线起点和终点都在圆外,且连线不穿过圆,则不相交
float distanceFromLastPos = Vector3.Distance(lastExactPos, center);
float distanceFromNewPos = Vector3.Distance(newExactPos, center);
if (distanceFromLastPos > radius && distanceFromNewPos > radius)
{
// 计算点到线段的最短距离
Vector3 line = newExactPos - lastExactPos;
float lineLength = line.magnitude;
Vector3 lineDirection = line / lineLength;
float projection = Mathf.Clamp(Vector3.Dot(center - lastExactPos, lineDirection), 0f, lineLength);
Vector3 closestPoint = lastExactPos + lineDirection * projection;
float distanceToLine = Vector3.Distance(center, closestPoint);
if (distanceToLine > radius)
return false;
}
lastKeepDisplayTick = Find.TickManager.TicksGame + 40;
// 根据模式处理伤害
if (Props.useHitPointsMode)
{
// 生命值模式:吸收伤害并可能破坏护盾
AbsorbDamage(projectile.DamageAmount, projectile.ExactPosition);
}
else
{
// 偏转模式:只是偏转,不消耗护盾生命值
DeflectProjectile(projectile.ExactPosition);
}
return true;
}
public bool CheckMeleeIntercept(DamageInfo dinfo, Pawn attacker)
{
if (!shieldEnabled || !Props.interceptMeleeAttacks || shieldHitPoints <= 0f)
return false;
Pawn wearer = GetWearer();
if (wearer == null || !wearer.Spawned)
return false;
lastKeepDisplayTick = Find.TickManager.TicksGame + 40;
AbsorbDamage(dinfo.Amount, attacker.Position.ToVector3());
return true;
}
private void AbsorbDamage(float damage, Vector3 impactPos)
{
if (Props.empImmune && damage > 0f)
{
// EMP免疫时减少EMP伤害
damage *= 0.1f;
}
// 只有在生命值模式下才扣除护盾生命值
if (Props.useHitPointsMode)
{
shieldHitPoints -= damage;
}
lastAbsorbDamageTick = Find.TickManager.TicksGame;
Pawn wearer = GetWearer();
if (wearer != null)
{
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle((impactPos - wearer.TrueCenter()).AngleFlat() + 180f);
}
// 只有在生命值模式下才会破坏护盾
if (Props.useHitPointsMode && shieldHitPoints <= 0f)
{
Break();
}
}
private void DeflectProjectile(Vector3 impactPos)
{
// 偏转模式:只显示视觉效果,不消耗护盾生命值
lastAbsorbDamageTick = Find.TickManager.TicksGame;
Pawn wearer = GetWearer();
if (wearer != null)
{
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle((impactPos - wearer.TrueCenter()).AngleFlat() + 180f);
// 播放偏转特效
FleckMaker.ThrowLightningGlow(impactPos, wearer.Map, 0.5f);
}
}
private void Break()
{
shieldHitPoints = 0f;
ticksToReset = Props.rechargeCooldownTicks;
sustainer?.End();
sustainer = null;
Pawn wearer = GetWearer();
if (wearer != null && wearer.Map != null)
{
FleckMaker.Static(wearer.TrueCenter(), wearer.Map, FleckDefOf.ExplosionFlash, 12f);
for (int i = 0; i < 6; i++)
{
FleckMaker.ThrowDustPuff(wearer.TrueCenter() + Vector3Utility.HorizontalVectorFromAngle(Rand.Range(0, 360)) * Rand.Range(0.3f, 0.6f), wearer.Map, Rand.Range(0.8f, 1.2f));
}
}
}
private void Reset()
{
if (parent.Spawned)
{
SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
FleckMaker.ThrowLightningGlow(GetWearer().TrueCenter(), parent.Map, 3f);
if (Props.reactivateEffect != null)
{
Effecter effecter = Props.reactivateEffect.Spawn(parent.Position, parent.Map);
effecter.Trigger(new TargetInfo(parent.Position, parent.Map), TargetInfo.Invalid);
effecter.Cleanup();
}
}
shieldHitPoints = Props.maxShieldHitPoints;
}
public void ToggleShield()
{
shieldEnabled = !shieldEnabled;
Pawn wearer = GetWearer();
if (wearer != null)
{
string message = shieldEnabled ? $"{wearer.LabelShort}激活了护盾" : $"{wearer.LabelShort}关闭了护盾";
Messages.Message(message, MessageTypeDefOf.NeutralEvent, false);
}
if (!shieldEnabled)
{
sustainer?.End();
sustainer = null;
}
}
private Pawn GetWearer()
{
if (parent is Apparel apparel)
{
return apparel.Wearer;
}
return null;
}
// 添加初始化方法,确保护盾值正确设置
public override void Initialize(CompProperties props)
{
base.Initialize(props);
shieldHitPoints = ((CompProperties_WulaShieldBelt)props).maxShieldHitPoints;
shieldEnabled = ((CompProperties_WulaShieldBelt)props).startEnabled;
}
public override IEnumerable<Gizmo> CompGetWornGizmosExtra()
{
// 确保穿戴者存在
Pawn wearer = GetWearer();
if (wearer == null) yield break;
// 不限制只有选中时才显示
yield return new Command_Toggle
{
defaultLabel = "护盾开关",
defaultDesc = shieldEnabled ? "关闭护盾" : "激活护盾",
icon = ContentFinder<Texture2D>.Get("UI/Commands/DesirePower"),
isActive = () => shieldEnabled,
toggleAction = ToggleShield
};
}
public override string CompInspectStringExtra()
{
if (shieldEnabled)
{
if (Props.useHitPointsMode)
{
return $"护盾: {shieldHitPoints:F0} / {Props.maxShieldHitPoints} (生命值模式)";
}
else
{
return "护盾: 激活 (偏转模式)";
}
}
else
{
return "护盾: 已关闭";
}
}
}
}