示例#1
0
        public void Impact(Thing hitThing, Vector3 muzzle)
        {
            bool shielded = hitThing.IsShielded() && laserBeamDef.IsWeakToShields;

            LaserGunDef defWeapon = equipmentDef as LaserGunDef;
            Vector3     dir       = (destination - muzzle).normalized;


            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);
            }

            /*
             * bool createsExplosion = this.def.projectile.explosionRadius>0f;
             * if (createsExplosion)
             * {
             *  this.Explode(hitThing, false);
             *  GenExplosion.NotifyNearbyPawnsOfDangerousExplosive(this, this.def.projectile.damageDef, this.launcher.Faction);
             * }
             */
            Pawn pawn = launcher as Pawn;
            IDrawnWeaponWithRotation weapon = null;

            if (pawn != null && pawn.equipment != null)
            {
                weapon = pawn.equipment.Primary as IDrawnWeaponWithRotation;
            }
            if (weapon == null)
            {
                Building_LaserGunCE turret = launcher as Building_LaserGunCE;
                if (turret != null)
                {
                    weapon = turret.Gun as IDrawnWeaponWithRotation;
                }
            }

            if (hitThing is Pawn && shielded)
            {
                DamageModifier *= laserBeamDef.shieldDamageMultiplier;
                SpawnBeamReflections(muzzle, b, 5);
            }
            base.Impact(hitThing);
        }
        static bool Prefix(TurretTop __instance, float ___curRotationInt, Building_Turret ___parentTurret, Vector3 recoilDrawOffset, float recoilAngleOffset)
        {
            Building_LaserGunCE turret = ___parentTurret as Building_LaserGunCE;

            if (turret == null)
            {
                return(true);
            }
            float rotation = ___curRotationInt;

            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 = ___parentTurret.def.building.turretTopMat;
            SpinningLaserGunTurret spinningGun = turret.Gun as SpinningLaserGunTurret;

            if (spinningGun != null)
            {
                spinningGun.turret = turret;
                material           = spinningGun.Graphic.MatSingle;
            }

            Vector3   b = new Vector3(___parentTurret.def.building.turretTopOffset.x, 0f, ___parentTurret.def.building.turretTopOffset.y);
            float     turretTopDrawSize = ___parentTurret.def.building.turretTopDrawSize;
            Matrix4x4 matrix            = default(Matrix4x4);

            matrix.SetTRS(turret.DrawPos + Altitudes.AltIncVect + b, (rotation + (float)TurretTop.ArtworkRotation).ToQuat(), new Vector3(turretTopDrawSize, 1f, turretTopDrawSize));
            Graphics.DrawMesh(MeshPool.plane10, matrix, material, 0);

            return(false);
        }