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5#

楼主 |
发表于 2021-10-27 14:48
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本帖最后由 fanvalen 于 2025-10-20 23:15 编辑
这是一个脱盐器,增加了自动丢盐的功能,以后不需要小人去空盐了
顺便做了一个判断,原来的里面始终会残留一点盐水,现在不会残留了,残留了盐水拆的时候总是漏液
maxmass是控制转化的速度的,这里是10千克没秒,原来是5千克,管道老堵塞
这游戏说好的质量守恒结果有的地方就不行失望using System;
using TUNING;
using UnityEngine;
public class DesalinatorConfig : IBuildingConfig
{
public override BuildingDef CreateBuildingDef()
{
string id = "Desalinator";
int width = 4;
int height = 3;
string anim = "desalinator_kanim";
int hitpoints = 30;
float construction_time = 10f;
float[] tier = BUILDINGS.CONSTRUCTION_MASS_KG.TIER3;
string[] raw_METALS = MATERIALS.RAW_METALS;
float melting_point = 1600f;
BuildLocationRule build_location_rule = BuildLocationRule.OnFloor;
EffectorValues tier2 = NOISE_POLLUTION.NOISY.TIER1;
BuildingDef buildingDef = BuildingTemplates.CreateBuildingDef(id, width, height, anim, hitpoints, construction_time, tier, raw_METALS, melting_point, build_location_rule, BUILDINGS.DECOR.PENALTY.TIER0, tier2, 0.2f);
buildingDef.RequiresPowerInput = true;
buildingDef.EnergyConsumptionWhenActive = 480f;
buildingDef.SelfHeatKilowattsWhenActive = 8f;
buildingDef.ExhaustKilowattsWhenActive = 0f;
buildingDef.InputConduitType = ConduitType.Liquid;
buildingDef.OutputConduitType = ConduitType.Liquid;
buildingDef.Floodable = false;
buildingDef.ViewMode = OverlayModes.LiquidConduits.ID;
buildingDef.AudioCategory = "Metal";
buildingDef.UtilityInputOffset = new CellOffset(-1, 0);
buildingDef.UtilityOutputOffset = new CellOffset(0, 0);
buildingDef.PermittedRotations = PermittedRotations.FlipH;
return buildingDef;
}
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag)
{
go.GetComponent<KPrefabID>().AddTag(RoomConstraints.ConstraintTags.IndustrialMachinery, false);
Storage storage = go.AddOrGet<Storage>();
storage.SetDefaultStoredItemModifiers(Storage.StandardSealedStorage);
storage.showInUI = true;
go.AddOrGet<Desalinator>().maxSalt = 10000f;
var maxmass=10f;
if(storage.capacityKG<maxmass)
{
maxmass=storage.capacityKG;
}
ElementConverter elementConverter = go.AddComponent<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(new Tag("SaltWater"), maxmass)
};
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(maxmass*0.93f, SimHashes.Water, 0f, false, true, 0f, 0.5f, 0.75f, byte.MaxValue, 0),
new ElementConverter.OutputElement(maxmass*0.07f, SimHashes.Salt, 0f, false, true, 0f, 0.5f, 0.25f, byte.MaxValue, 0)
};
ElementConverter elementConverter2 = go.AddComponent<ElementConverter>();
elementConverter2.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(new Tag("Brine"), maxmass)
};
elementConverter2.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(maxmass*0.7f, SimHashes.Water, 0f, false, true, 0f, 0.5f, 0.75f, byte.MaxValue, 0),
new ElementConverter.OutputElement(maxmass*0.3f, SimHashes.Salt, 0f, false, true, 0f, 0.5f, 0.25f, byte.MaxValue, 0)
};
DesalinatorWorkableEmpty desalinatorWorkableEmpty = go.AddOrGet<DesalinatorWorkableEmpty>();
desalinatorWorkableEmpty.workTime = 0.1f;
desalinatorWorkableEmpty.workLayer = Grid.SceneLayer.BuildingFront;
ElementDropper elementDropper = go.AddComponent<ElementDropper>();
elementDropper.emitMass = 800f;
elementDropper.emitTag = new Tag("Salt");
elementDropper.emitOffset = new Vector3(0f, 1f, 0f);
ConduitConsumer conduitConsumer = go.AddOrGet<ConduitConsumer>();
conduitConsumer.conduitType = ConduitType.Liquid;
conduitConsumer.consumptionRate = 100f;
conduitConsumer.capacityKG = 200f;
conduitConsumer.capacityTag = GameTags.AnyWater;
conduitConsumer.forceAlwaysSatisfied = true;
conduitConsumer.wrongElementResult = ConduitConsumer.WrongElementResult.Store;
ConduitDispenser conduitDispenser = go.AddOrGet<ConduitDispenser>();
conduitDispenser.conduitType = ConduitType.Liquid;
conduitDispenser.invertElementFilter = true;
conduitDispenser.elementFilter = new SimHashes[]
{
SimHashes.SaltWater,
SimHashes.Brine
};
Prioritizable.AddRef(go);
}
public override void DoPostConfigurePreview(BuildingDef def, GameObject go)
{
base.DoPostConfigurePreview(def, go);
}
public override void DoPostConfigureUnderConstruction(GameObject go)
{
base.DoPostConfigureUnderConstruction(go);
}
public override void DoPostConfigureComplete(GameObject go)
{
go.AddOrGetDef<PoweredActiveController.Def>().showWorkingStatus = true;
}
public const string ID = "Desalinator";
private const ConduitType CONDUIT_TYPE = ConduitType.Liquid;
private const float INPUT_RATE = 5f;
private const float SALT_WATER_TO_SALT_OUTPUT_RATE = 0.35f;
private const float SALT_WATER_TO_CLEAN_WATER_OUTPUT_RATE = 4.65f;
private const float BRINE_TO_SALT_OUTPUT_RATE = 1.5f;
private const float BRINE_TO_CLEAN_WATER_OUTPUT_RATE = 3.5f;
}
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