static bool Prefix(TurretTop __instance) { Building_LaserGun turret = parentTurretField.GetValue(__instance) as Building_LaserGun; if (turret == null) { return(true); } float rotation = (float)curRotationIntField.GetValue(__instance); if (turret.TargetCurrentlyAimingAt.HasThing) { rotation = (turret.TargetCurrentlyAimingAt.CenterVector3 - turret.TrueCenter()).AngleFlat(); } IDrawnWeaponWithRotation gunRotation = turret.gun as IDrawnWeaponWithRotation; if (gunRotation != null) { rotation += gunRotation.RotationOffset; } Material material = turret.def.building.turretTopMat; SpinningLaserGunTurret spinningGun = turret.gun as SpinningLaserGunTurret; if (spinningGun != null) { spinningGun.turret = turret; material = spinningGun.Graphic.MatSingle; } Vector3 b = new Vector3(turret.def.building.turretTopOffset.x, 0f, turret.def.building.turretTopOffset.y); float turretTopDrawSize = turret.def.building.turretTopDrawSize; Matrix4x4 matrix = default(Matrix4x4); matrix.SetTRS(turret.DrawPos + Altitudes.AltIncVect + b, rotation.ToQuat(), new Vector3(turretTopDrawSize, 1f, turretTopDrawSize)); Graphics.DrawMesh(MeshPool.plane10, matrix, material, 0); return(false); }
protected override void Impact(Thing hitThing) { bool shielded = hitThing.IsShielded() && def.IsWeakToShields; LaserGunDef defWeapon = equipmentDef as LaserGunDef; Vector3 dir = (destination - origin).normalized; dir.y = 0; Vector3 a = origin + dir * (defWeapon == null ? 0.9f : defWeapon.barrelLength); Vector3 b; if (hitThing == null) { b = destination; } else if (shielded) { b = hitThing.TrueCenter() - dir.RotatedBy(Rand.Range(-22.5f, 22.5f)) * 0.8f; } else if ((destination - hitThing.TrueCenter()).magnitude < 1) { b = destination; } else { b = hitThing.TrueCenter(); b.x += Rand.Range(-0.5f, 0.5f); b.z += Rand.Range(-0.5f, 0.5f); } a.y = b.y = def.Altitude; SpawnBeam(a, b); Pawn pawn = launcher as Pawn; IDrawnWeaponWithRotation weapon = null; if (pawn != null && pawn.equipment != null) { weapon = pawn.equipment.Primary as IDrawnWeaponWithRotation; } if (weapon == null) { Building_LaserGun turret = launcher as Building_LaserGun; if (turret != null) { weapon = turret.gun as IDrawnWeaponWithRotation; } } if (weapon != null) { float angle = (b - a).AngleFlat() - (intendedTarget.CenterVector3 - a).AngleFlat(); weapon.RotationOffset = (angle + 180) % 360 - 180; } if (hitThing is Pawn && shielded) { weaponDamageMultiplier *= def.shieldDamageMultiplier; SpawnBeamReflections(a, b, 5); } TriggerEffect(def.explosionEffect, b); base.Impact(hitThing); }