290 lines
10 KiB
C#
290 lines
10 KiB
C#
using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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using HarmonyLib; // For AccessTools
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namespace WulaFallenEmpire
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{
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// 自定义 CompProperties_Shield 变体
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public class DRMCompShieldProp : CompProperties
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{
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public int startingTicksToReset = 3200;
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public float minDrawSize = 1.2f;
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public float maxDrawSize = 1.55f;
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public float energyLossPerDamage = 0.033f;
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public float energyOnReset = 0.2f;
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public bool blocksRangedWeapons = true;
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public DRMCompShieldProp()
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{
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compClass = typeof(DRMDamageShield);
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}
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}
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[StaticConstructorOnStartup] // 确保在游戏启动时加载
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public class DRMDamageShield : ThingComp
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{
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// 从 Hediff_DamageShield 获取层数作为能量
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public float Energy
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{
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get
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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return hediff?.ShieldCharges ?? 0;
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}
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set
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (hediff != null)
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{
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hediff.ShieldCharges = (int)value;
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}
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}
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}
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public float MaxEnergy
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{
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get
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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return hediff?.def.maxSeverity ?? 0;
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}
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set
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{
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// MaxEnergy 由 HediffDef 控制,这里不需要设置
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}
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}
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public bool IsActive = false; // 控制护盾是否激活,由 Hediff_DamageShield 管理
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// 复制自 CompShield
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protected int ticksToReset = -1;
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protected int lastKeepDisplayTick = -9999;
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private Vector3 impactAngleVect;
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private int lastAbsorbDamageTick = -9999;
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private const float MaxDamagedJitterDist = 0.05f;
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private const int JitterDurationTicks = 8;
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private int KeepDisplayingTicks = 1000;
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// 获取原版 CompShield 的 BubbleMat
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private static readonly Material BubbleMat;
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static DRMDamageShield()
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{
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// 使用 Harmony AccessTools 获取 CompShield 的私有静态字段 BubbleMat
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BubbleMat = (Material)AccessTools.Field(typeof(CompShield), "BubbleMat").GetValue(null);
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}
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public DRMCompShieldProp Props => (DRMCompShieldProp)props;
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public ShieldState ShieldState
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{
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get
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{
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if (PawnOwner == null || !IsActive || Energy <= 0)
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{
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return ShieldState.Disabled;
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}
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if (ticksToReset <= 0)
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{
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return ShieldState.Active;
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}
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return ShieldState.Resetting;
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}
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}
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protected bool ShouldDisplay
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{
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get
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{
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Pawn pawnOwner = PawnOwner;
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if (pawnOwner == null || !pawnOwner.Spawned || pawnOwner.Dead || pawnOwner.Downed)
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{
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return false;
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}
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if (pawnOwner.InAggroMentalState)
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{
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return true;
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}
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if (pawnOwner.Drafted)
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{
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return true;
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}
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if (pawnOwner.Faction.HostileTo(Faction.OfPlayer) && !pawnOwner.IsPrisoner)
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{
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return true;
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}
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if (Find.TickManager.TicksGame < lastKeepDisplayTick + KeepDisplayingTicks)
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{
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return true;
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}
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return false;
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}
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}
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protected Pawn PawnOwner
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{
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get
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{
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return parent as Pawn;
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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 ticksToReset, "ticksToReset", -1);
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Scribe_Values.Look(ref lastKeepDisplayTick, "lastKeepDisplayTick", 0);
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Scribe_Values.Look(ref IsActive, "isActive", 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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if (PawnOwner == null || !IsActive)
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{
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return;
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}
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if (ShieldState == ShieldState.Resetting)
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{
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ticksToReset--;
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if (ticksToReset <= 0)
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{
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Reset();
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}
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}
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else if (ShieldState == ShieldState.Active)
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{
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// 护盾能量(层数)通过 Hediff_DamageShield 的 Tick 方法管理,这里不需要额外回复
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// 如果需要自动回复层数,可以在这里实现
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}
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}
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public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
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{
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absorbed = false;
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// 获取 Hediff_DamageShield 实例
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Hediff_DamageShield damageShield = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (ShieldState != ShieldState.Active || !IsActive || damageShield == null || damageShield.ShieldCharges <= 0)
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{
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return;
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}
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// 如果是 EMP 伤害,且护盾没有 EMP 抗性(这里假设我们的护盾没有),则直接击穿
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// 为了简化,我们假设我们的次数盾没有 EMP 抗性,任何 EMP 伤害都会直接击穿
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if (dinfo.Def == DamageDefOf.EMP)
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{
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Energy = 0; // 能量归零
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Notify_ShieldBreak(); // 触发护盾击穿效果
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absorbed = true;
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return;
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}
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// 如果是远程或爆炸伤害,且护盾阻挡这些类型
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if (Props.blocksRangedWeapons && (dinfo.Def.isRanged || dinfo.Def.isExplosive))
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{
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// 消耗一层护盾
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damageShield.ShieldCharges--;
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// 触发护盾吸收效果
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Notify_DamageAbsorbed(dinfo);
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// 护盾抖动效果
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PawnOwner.Drawer.renderer.wiggler.SetToCustomRotation(Rand.Range(-0.05f, 0.05f));
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// 移除文字提示
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// 移除粒子效果
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absorbed = true; // 伤害被吸收
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// 如果护盾层数归零,触发护盾击穿效果
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if (damageShield.ShieldCharges <= 0)
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{
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Notify_ShieldBreak();
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}
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}
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}
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public void Notify_DamageAbsorbed(DamageInfo dinfo)
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{
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// 复制自 CompShield.AbsorbedDamage
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SoundDefOf.EnergyShield_AbsorbDamage.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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impactAngleVect = Vector3Utility.HorizontalVectorFromAngle(dinfo.Angle);
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// 移除 FleckMaker.Static 和 FleckMaker.ThrowDustPuff
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lastAbsorbDamageTick = Find.TickManager.TicksGame;
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KeepDisplaying();
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}
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public void Notify_ShieldBreak()
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{
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// 复制自 CompShield.Break
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if (parent.Spawned)
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{
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float scale = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
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EffecterDefOf.Shield_Break.SpawnAttached(parent, parent.MapHeld, scale);
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// 移除 FleckMaker.Static 和 FleckMaker.ThrowDustPuff
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}
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ticksToReset = Props.startingTicksToReset;
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// 护盾层数归零将由 Hediff_DamageShield 负责移除 Hediff
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}
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private void Reset()
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{
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// 复制自 CompShield.Reset
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if (PawnOwner.Spawned)
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{
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SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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// 移除 FleckMaker.ThrowLightningGlow
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}
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ticksToReset = -1;
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// 能量恢复由 Hediff_DamageShield 负责,这里不需要设置 Energy
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// 这里可以添加逻辑,让 Hediff_DamageShield 恢复层数
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (hediff != null)
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{
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hediff.ShieldCharges = (int)hediff.def.initialSeverity; // 重置时恢复到初始层数
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}
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}
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public void KeepDisplaying()
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{
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lastKeepDisplayTick = Find.TickManager.TicksGame;
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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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Draw();
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}
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private void Draw()
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{
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if (ShieldState == ShieldState.Active && ShouldDisplay)
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{
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float num = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
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Vector3 drawPos = PawnOwner.Drawer.DrawPos;
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drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
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int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
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if (num2 < JitterDurationTicks) // 使用 JitterDurationTicks
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{
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float num3 = (float)(JitterDurationTicks - num2) / JitterDurationTicks * MaxDamagedJitterDist; // 使用 MaxDamagedJitterDist
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drawPos += impactAngleVect * num3;
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num -= num3;
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}
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float angle = Rand.Range(0, 360);
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Vector3 s = new Vector3(num, 1f, num);
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Matrix4x4 matrix = default(Matrix4x4);
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matrix.SetTRS(drawPos, Quaternion.AngleAxis(angle, Vector3.up), s);
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Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0);
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}
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}
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}
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} |