489 lines
20 KiB
C#
489 lines
20 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using RimWorld;
|
||
using UnityEngine;
|
||
using Verse;
|
||
using System.Linq;
|
||
|
||
namespace WulaFallenEmpire
|
||
{
|
||
public class Building_ExtraGraphics : Building
|
||
{
|
||
// 通过 ModExtension 配置的图形数据
|
||
private ExtraGraphicsExtension modExtension;
|
||
|
||
// 图形缓存 - 现在包含Shader信息
|
||
private Dictionary<string, Graphic> graphicsCache = new Dictionary<string, Graphic>();
|
||
|
||
// 动画状态 - 每个图层的独立状态
|
||
private Dictionary<int, float> layerHoverOffsets = new Dictionary<int, float>();
|
||
private Dictionary<int, float> layerAnimationTimes = new Dictionary<int, float>();
|
||
private Dictionary<int, float> layerRotationAngles = new Dictionary<int, float>();
|
||
private int lastTick = -1;
|
||
|
||
public ExtraGraphicsExtension ModExtension
|
||
{
|
||
get
|
||
{
|
||
if (modExtension == null)
|
||
{
|
||
modExtension = def.GetModExtension<ExtraGraphicsExtension>();
|
||
if (modExtension == null)
|
||
{
|
||
Log.Error($"Building_ExtraGraphics: No ExtraGraphicsExtension found for {def.defName}");
|
||
// 创建默认配置避免空引用
|
||
modExtension = new ExtraGraphicsExtension();
|
||
}
|
||
}
|
||
return modExtension;
|
||
}
|
||
}
|
||
|
||
// 重写 Graphic 属性返回 null,完全自定义渲染
|
||
public override Graphic Graphic => null;
|
||
|
||
// 获取缓存的图形 - 修改后支持自定义Shader
|
||
private Graphic GetCachedGraphic(string texturePath, Vector2 scale, Color color, Shader shader)
|
||
{
|
||
string cacheKey = $"{texturePath}_{scale.x}_{scale.y}_{color}_{shader?.name ?? "null"}";
|
||
|
||
if (!graphicsCache.TryGetValue(cacheKey, out Graphic graphic))
|
||
{
|
||
graphic = GraphicDatabase.Get<Graphic_Single>(
|
||
texturePath,
|
||
shader ?? ShaderDatabase.TransparentPostLight, // 使用传入的Shader,如果为null则使用默认
|
||
scale,
|
||
color);
|
||
graphicsCache[cacheKey] = graphic;
|
||
}
|
||
|
||
return graphic;
|
||
}
|
||
|
||
// 根据Shader名称获取Shader - 修正版本
|
||
private Shader GetShaderByName(string shaderName)
|
||
{
|
||
if (string.IsNullOrEmpty(shaderName))
|
||
return ShaderDatabase.TransparentPostLight;
|
||
|
||
// 使用switch语句匹配实际可用的Shader
|
||
switch (shaderName.ToLower())
|
||
{
|
||
case "transparent":
|
||
return ShaderDatabase.Transparent;
|
||
case "transparentpostlight":
|
||
return ShaderDatabase.TransparentPostLight;
|
||
case "transparentplant":
|
||
return ShaderDatabase.TransparentPlant;
|
||
case "cutout":
|
||
return ShaderDatabase.Cutout;
|
||
case "cutoutcomplex":
|
||
return ShaderDatabase.CutoutComplex;
|
||
case "cutoutflying":
|
||
return ShaderDatabase.CutoutFlying;
|
||
case "cutoutflying01":
|
||
return ShaderDatabase.CutoutFlying01;
|
||
case "terrainfade":
|
||
return ShaderDatabase.TerrainFade;
|
||
case "terrainfaderough":
|
||
return ShaderDatabase.TerrainFadeRough;
|
||
case "mote":
|
||
return ShaderDatabase.Mote;
|
||
case "moteglow":
|
||
return ShaderDatabase.MoteGlow;
|
||
case "motepulse":
|
||
return ShaderDatabase.MotePulse;
|
||
case "moteglowpulse":
|
||
return ShaderDatabase.MoteGlowPulse;
|
||
case "motewater":
|
||
return ShaderDatabase.MoteWater;
|
||
case "moteglowdistorted":
|
||
return ShaderDatabase.MoteGlowDistorted;
|
||
case "solidcolor":
|
||
return ShaderDatabase.SolidColor;
|
||
case "vertexcolor":
|
||
return ShaderDatabase.VertexColor;
|
||
case "invisible":
|
||
return ShaderDatabase.Invisible;
|
||
case "silhouette":
|
||
return ShaderDatabase.Silhouette;
|
||
case "worldterrain":
|
||
return ShaderDatabase.WorldTerrain;
|
||
case "worldocean":
|
||
return ShaderDatabase.WorldOcean;
|
||
case "metaoverlay":
|
||
return ShaderDatabase.MetaOverlay;
|
||
default:
|
||
Log.Warning($"Building_ExtraGraphics: Shader '{shaderName}' not found, using TransparentPostLight as fallback");
|
||
return ShaderDatabase.TransparentPostLight;
|
||
}
|
||
}
|
||
|
||
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
|
||
{
|
||
// 不调用基类的 DrawAt,完全自定义渲染
|
||
|
||
// 更新动画状态
|
||
UpdateAnimations();
|
||
// 绘制所有配置的图形层
|
||
DrawGraphicLayers(drawLoc, flip);
|
||
// 新增:绘制护盾
|
||
var shieldComp = this.GetComp<ThingComp_AreaShield>();
|
||
if (shieldComp != null)
|
||
{
|
||
shieldComp.PostDraw();
|
||
}
|
||
}
|
||
|
||
// 绘制所有图形层
|
||
private void DrawGraphicLayers(Vector3 baseDrawPos, bool flip)
|
||
{
|
||
if (ModExtension.graphicLayers == null || ModExtension.graphicLayers.Count == 0)
|
||
{
|
||
Log.Warning($"Building_ExtraGraphics: No graphic layers configured for {def.defName}");
|
||
return;
|
||
}
|
||
|
||
// 按层级排序,确保正确的绘制顺序
|
||
var sortedLayers = ModExtension.graphicLayers.OrderBy(layer => layer.drawOrder).ToList();
|
||
|
||
foreach (var layer in sortedLayers)
|
||
{
|
||
DrawGraphicLayer(baseDrawPos, flip, layer);
|
||
}
|
||
}
|
||
|
||
// 绘制单个图形层 - 现在支持三种旋转动画
|
||
private void DrawGraphicLayer(Vector3 baseDrawPos, bool flip, GraphicLayerData layer)
|
||
{
|
||
if (string.IsNullOrEmpty(layer.texturePath))
|
||
{
|
||
Log.Warning($"Building_ExtraGraphics: Empty texture path in layer for {def.defName}");
|
||
return;
|
||
}
|
||
|
||
// 获取Shader
|
||
Shader shader = GetShaderByName(layer.shaderName);
|
||
|
||
// 获取图形(现在传入Shader)
|
||
Graphic graphic = GetCachedGraphic(layer.texturePath, layer.scale, layer.color, shader);
|
||
|
||
// 计算图层动画偏移
|
||
Vector3 animationOffset = Vector3.zero;
|
||
float rotationAngle = 0f;
|
||
int layerIndex = ModExtension.graphicLayers.IndexOf(layer);
|
||
|
||
// 根据动画类型应用不同的动画效果
|
||
switch (layer.animationType)
|
||
{
|
||
case AnimationType.Hover:
|
||
if (layer.enableAnimation && layerHoverOffsets.ContainsKey(layerIndex))
|
||
{
|
||
animationOffset.z = layerHoverOffsets[layerIndex];
|
||
}
|
||
break;
|
||
|
||
case AnimationType.RotateZ:
|
||
case AnimationType.RotateY:
|
||
case AnimationType.RotateX:
|
||
if (layer.enableAnimation && layerRotationAngles.ContainsKey(layerIndex))
|
||
{
|
||
rotationAngle = layerRotationAngles[layerIndex];
|
||
}
|
||
break;
|
||
}
|
||
|
||
// 最终绘制位置 = 基础位置 + 图层偏移 + 动画偏移
|
||
Vector3 drawPos = baseDrawPos + layer.offset + animationOffset;
|
||
|
||
// 如果启用了旋转动画,使用特殊方法绘制
|
||
if ((layer.animationType == AnimationType.RotateZ ||
|
||
layer.animationType == AnimationType.RotateY ||
|
||
layer.animationType == AnimationType.RotateX) &&
|
||
layer.enableAnimation)
|
||
{
|
||
// 使用自定义旋转绘制方法
|
||
DrawWithRotation(graphic, drawPos, flip, rotationAngle, layer);
|
||
}
|
||
else
|
||
{
|
||
// 普通绘制
|
||
graphic.Draw(drawPos, flip ? base.Rotation.Opposite : base.Rotation, this, 0f);
|
||
}
|
||
}
|
||
|
||
// 使用矩阵变换绘制旋转图形 - 支持三种旋转轴
|
||
private void DrawWithRotation(Graphic graphic, Vector3 drawPos, bool flip, float rotationAngle, GraphicLayerData layer)
|
||
{
|
||
try
|
||
{
|
||
// 获取网格和材质
|
||
Mesh mesh = graphic.MeshAt(flip ? base.Rotation.Opposite : base.Rotation);
|
||
Material mat = graphic.MatAt(flip ? base.Rotation.Opposite : base.Rotation);
|
||
|
||
if (mesh == null || mat == null)
|
||
{
|
||
Log.Warning($"Building_ExtraGraphics: Unable to get mesh or material for rotating layer");
|
||
return;
|
||
}
|
||
|
||
// 根据旋转类型创建不同的旋转矩阵
|
||
Quaternion rotation = Quaternion.identity;
|
||
|
||
switch (layer.animationType)
|
||
{
|
||
case AnimationType.RotateZ:
|
||
// 绕Z轴旋转(2D平面旋转)
|
||
rotation = Quaternion.Euler(0f, 0f, rotationAngle);
|
||
break;
|
||
|
||
case AnimationType.RotateY:
|
||
// 绕Y轴旋转(3D旋转,类似旋转门)
|
||
rotation = Quaternion.Euler(0f, rotationAngle, 0f);
|
||
break;
|
||
|
||
case AnimationType.RotateX:
|
||
// 绕X轴旋转(3D旋转,类似翻跟斗)
|
||
rotation = Quaternion.Euler(rotationAngle, 0f, 0f);
|
||
break;
|
||
}
|
||
|
||
// 如果图层有旋转中心偏移,需要调整位置
|
||
Vector3 pivotOffset = new Vector3(layer.pivotOffset.x, 0, layer.pivotOffset.y);
|
||
|
||
// 最终绘制位置 = 基础位置 + 图层偏移 + 旋转中心偏移
|
||
Vector3 finalDrawPos = drawPos + pivotOffset;
|
||
|
||
// 创建变换矩阵
|
||
// 注意:Graphic已经应用了缩放,所以这里使用Vector3.one
|
||
Matrix4x4 matrix = Matrix4x4.TRS(
|
||
finalDrawPos, // 位置
|
||
rotation, // 旋转
|
||
Vector3.one // 缩放(已由Graphic处理)
|
||
);
|
||
|
||
// 使用RimWorld的绘制方法
|
||
GenDraw.DrawMeshNowOrLater(mesh, matrix, mat, false);
|
||
|
||
// 如果需要双面渲染,再绘制一次
|
||
if (layer.doubleSided)
|
||
{
|
||
GenDraw.DrawMeshNowOrLater(mesh, matrix, mat, false);
|
||
}
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Log.Error($"Building_ExtraGraphics: Error drawing rotating layer: {ex}");
|
||
}
|
||
}
|
||
|
||
// 更新所有图层的动画状态
|
||
private void UpdateAnimations()
|
||
{
|
||
int currentTick = Find.TickManager.TicksGame;
|
||
|
||
if (currentTick != lastTick)
|
||
{
|
||
// 更新每个图层的动画
|
||
for (int i = 0; i < ModExtension.graphicLayers.Count; i++)
|
||
{
|
||
var layer = ModExtension.graphicLayers[i];
|
||
|
||
if (!layer.enableAnimation)
|
||
continue;
|
||
|
||
// 初始化动画时间
|
||
if (!layerAnimationTimes.ContainsKey(i))
|
||
{
|
||
layerAnimationTimes[i] = layer.animationStartTime;
|
||
// 为旋转动画初始化旋转角度
|
||
if (layer.animationType == AnimationType.RotateZ ||
|
||
layer.animationType == AnimationType.RotateY ||
|
||
layer.animationType == AnimationType.RotateX)
|
||
{
|
||
layerRotationAngles[i] = 0f;
|
||
}
|
||
}
|
||
|
||
// 更新动画时间
|
||
layerAnimationTimes[i] += Time.deltaTime;
|
||
|
||
// 根据动画类型更新不同的状态
|
||
switch (layer.animationType)
|
||
{
|
||
case AnimationType.Hover:
|
||
// 计算该图层的悬浮偏移
|
||
float hoverSpeed = layer.animationSpeed > 0 ? layer.animationSpeed : ModExtension.globalAnimationSpeed;
|
||
float hoverIntensity = layer.animationIntensity > 0 ? layer.animationIntensity : ModExtension.globalAnimationIntensity;
|
||
|
||
float hoverOffset = Mathf.Sin(layerAnimationTimes[i] * hoverSpeed + layer.animationPhase) * hoverIntensity;
|
||
layerHoverOffsets[i] = hoverOffset;
|
||
break;
|
||
|
||
case AnimationType.RotateZ:
|
||
case AnimationType.RotateY:
|
||
case AnimationType.RotateX:
|
||
// 计算该图层的旋转角度
|
||
float rotateSpeed = layer.animationSpeed > 0 ? layer.animationSpeed : ModExtension.globalAnimationSpeed;
|
||
|
||
// 旋转角度计算:动画时间 × 旋转速度(度/秒)
|
||
float rotationAngle = layerAnimationTimes[i] * rotateSpeed;
|
||
|
||
// 如果设置了动画强度且小于360,则限制旋转范围
|
||
if (layer.animationIntensity > 0 && layer.animationIntensity < 360f)
|
||
{
|
||
// 使用正弦波创建来回旋转效果
|
||
rotationAngle = Mathf.Sin(layerAnimationTimes[i] * rotateSpeed * Mathf.Deg2Rad) * layer.animationIntensity;
|
||
}
|
||
else if (layer.animationIntensity >= 360f)
|
||
{
|
||
// 完整旋转:取模确保在0-360度之间
|
||
rotationAngle %= 360f;
|
||
}
|
||
|
||
layerRotationAngles[i] = rotationAngle;
|
||
|
||
// 调试输出
|
||
if (DebugSettings.godMode && i == 0 && Find.TickManager.TicksGame % 60 == 0)
|
||
{
|
||
// 只在开发模式下,每60帧输出一次第一条图层的旋转信息
|
||
Log.Message($"{layer.animationType} 图层 {i}: 角度={rotationAngle:F1}°, 时间={layerAnimationTimes[i]:F2}s, 速度={rotateSpeed}°/s");
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
lastTick = currentTick;
|
||
}
|
||
}
|
||
|
||
// 保存和加载
|
||
public override void ExposeData()
|
||
{
|
||
base.ExposeData();
|
||
// 保存自定义状态(如果需要)
|
||
}
|
||
|
||
// 调试方法:手动触发旋转测试
|
||
public void TestRotation()
|
||
{
|
||
for (int i = 0; i < ModExtension.graphicLayers.Count; i++)
|
||
{
|
||
var layer = ModExtension.graphicLayers[i];
|
||
if (layer.animationType == AnimationType.RotateZ ||
|
||
layer.animationType == AnimationType.RotateY ||
|
||
layer.animationType == AnimationType.RotateX)
|
||
{
|
||
layerRotationAngles[i] = 45f; // 设置为45度测试
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 动画类型枚举 - 现在有五种动画类型
|
||
public enum AnimationType
|
||
{
|
||
None, // 无动画
|
||
Hover, // 上下浮动
|
||
RotateZ, // 绕Z轴旋转(2D平面旋转)- 原来的Rotate
|
||
RotateY, // 绕Y轴旋转(3D旋转,类似旋转门)- 新增
|
||
RotateX // 绕X轴旋转(3D旋转,类似翻跟斗)- 新增
|
||
}
|
||
|
||
// 主要的 ModExtension 定义
|
||
public class ExtraGraphicsExtension : DefModExtension
|
||
{
|
||
// 全局动画参数(作为默认值)
|
||
public float globalAnimationSpeed = 2f; // 全局动画速度
|
||
public float globalAnimationIntensity = 0.1f; // 全局动画强度
|
||
|
||
// 图形层配置
|
||
public List<GraphicLayerData> graphicLayers = new List<GraphicLayerData>();
|
||
|
||
public ExtraGraphicsExtension()
|
||
{
|
||
// 默认配置,避免空列表
|
||
if (graphicLayers == null)
|
||
{
|
||
graphicLayers = new List<GraphicLayerData>();
|
||
}
|
||
}
|
||
}
|
||
|
||
// 单个图形层的配置数据 - 增强版
|
||
public class GraphicLayerData
|
||
{
|
||
// 基础配置
|
||
public string texturePath; // 纹理路径(必需)
|
||
public Vector2 scale = Vector2.one; // 缩放比例
|
||
public Color color = Color.white; // 颜色
|
||
public int drawOrder = 0; // 绘制顺序(数字小的先绘制)
|
||
public string shaderName = "TransparentPostLight"; // Shader名称
|
||
|
||
// 位置配置 - 使用环世界坐标系
|
||
// X: 左右偏移, Y: 图层深度, Z: 上下偏移
|
||
public Vector3 offset = Vector3.zero;
|
||
|
||
// 动画配置
|
||
public AnimationType animationType = AnimationType.Hover; // 动画类型
|
||
public bool enableAnimation = true; // 是否启用动画
|
||
public float animationSpeed = 0f; // 动画速度(0表示使用全局速度)
|
||
public float animationIntensity = 0f; // 动画强度(0表示使用全局强度)
|
||
public float animationPhase = 0f; // 动画相位(用于错开动画)
|
||
public float animationStartTime = 0f; // 动画开始时间偏移
|
||
|
||
// 旋转动画专用配置
|
||
public Vector2 pivotOffset = Vector2.zero; // 旋转中心偏移(相对于图层的中心)
|
||
public bool doubleSided = false; // 是否双面渲染(对于旋转物体)
|
||
|
||
// 兼容旧字段(为了向后兼容)
|
||
[Obsolete("Use enableAnimation instead")]
|
||
public bool enableHover
|
||
{
|
||
get => enableAnimation && animationType == AnimationType.Hover;
|
||
set
|
||
{
|
||
enableAnimation = value;
|
||
if (value && animationType == AnimationType.None)
|
||
animationType = AnimationType.Hover;
|
||
}
|
||
}
|
||
|
||
[Obsolete("Use animationSpeed instead")]
|
||
public float hoverSpeed
|
||
{
|
||
get => animationSpeed;
|
||
set => animationSpeed = value;
|
||
}
|
||
|
||
[Obsolete("Use animationIntensity instead")]
|
||
public float hoverIntensity
|
||
{
|
||
get => animationIntensity;
|
||
set => animationIntensity = value;
|
||
}
|
||
|
||
[Obsolete("Use animationPhase instead")]
|
||
public float hoverPhase
|
||
{
|
||
get => animationPhase;
|
||
set => animationPhase = value;
|
||
}
|
||
|
||
// 向后兼容:Rotate应该映射到RotateZ
|
||
[Obsolete("Use animationType instead")]
|
||
public AnimationType animationTypeCompat
|
||
{
|
||
get => animationType;
|
||
set
|
||
{
|
||
animationType = value;
|
||
// 如果旧值是Rotate,映射到RotateZ
|
||
if (animationType == AnimationType.RotateZ)
|
||
animationType = AnimationType.RotateZ;
|
||
}
|
||
}
|
||
}
|
||
}
|