1
0
mirror of https://github.com/soarqin/DSP_Mods.git synced 2026-02-05 03:42:20 +08:00

UXAssist: Auto construct

This commit is contained in:
2026-02-04 22:02:48 +08:00
parent 157c86112b
commit 39578559aa
4 changed files with 115 additions and 2 deletions

View File

@@ -33,6 +33,8 @@ public static class UIFunctions
I18N.Add("Enable auto-cruise", "Enable auto-cruise", "启用自动巡航");
I18N.Add("Disable auto-cruise", "Disable auto-cruise", "禁用自动巡航");
I18N.Add("Enable auto-construct", "Enable auto-construct", "启用自动建造");
I18N.Add("Disable auto-construct", "Disable auto-construct", "禁用自动建造");
I18N.Add("High yield", "High yield", "高产");
I18N.Add("Perfect", "Perfect", "完美");
I18N.Add("Union results", "Union results", "结果取并集");
@@ -136,6 +138,7 @@ public static class UIFunctions
}
}
InitToggleAutoCruiseCheckButton();
InitToggleAutoConstructCheckButton();
InitStarmapButtons();
_initialized = true;
}
@@ -201,6 +204,42 @@ public static class UIFunctions
}
#endregion
#region ToggleAutoConstructCheckButton
public static UI.MyCheckButton ToggleAutoConstruct;
public static void InitToggleAutoConstructCheckButton()
{
var lowGroup = GameObject.Find("UI Root/Overlay Canvas/In Game/Low Group");
ToggleAutoConstruct = MyCheckButton.CreateCheckButton(0, 0, lowGroup.GetComponent<RectTransform>(), Patches.FactoryPatch.AutoConstructEnabled).WithSize(120f, 40f);
UpdateToggleAutoConstructCheckButtonVisiblility();
ToggleAutoConstructChecked();
ToggleAutoConstruct.OnChecked += ToggleAutoConstructChecked;
var rectTrans = ToggleAutoConstruct.rectTrans;
rectTrans.anchorMax = new Vector2(0.5f, 0f);
rectTrans.anchorMin = new Vector2(0.5f, 0f);
rectTrans.pivot = new Vector2(0.5f, 0f);
rectTrans.anchoredPosition3D = new Vector3(0f, 140f, 0f);
static void ToggleAutoConstructChecked()
{
if (ToggleAutoConstruct.Checked)
{
ToggleAutoConstruct.SetLabelText("Disable auto-construct");
}
else
{
ToggleAutoConstruct.SetLabelText("Enable auto-construct");
}
}
}
public static void UpdateToggleAutoConstructCheckButtonVisiblility()
{
if (ToggleAutoConstruct == null) return;
var localPlanet = GameMain.localPlanet;
ToggleAutoConstruct.gameObject.SetActive(localPlanet != null && localPlanet.factoryLoaded && localPlanet.factory.prebuildCount > 0);
}
#endregion
#region StarMapButtons
private static int _cornerComboBoxIndex;
private static string[] _starOrderNames;

View File

@@ -32,6 +32,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
public static ConfigEntry<bool> DoNotRenderEntitiesEnabled;
public static ConfigEntry<bool> DragBuildPowerPolesEnabled;
public static ConfigEntry<bool> DragBuildPowerPolesAlternatelyEnabled;
public static ConfigEntry<bool> AutoConstructEnabled;
public static ConfigEntry<bool> BeltSignalsForBuyOutEnabled;
public static ConfigEntry<bool> TankFastFillInAndTakeOutEnabled;
public static ConfigEntry<int> TankFastFillInAndTakeOutMultiplier;
@@ -123,6 +124,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
DoNotRenderEntitiesEnabled.SettingChanged += (_, _) => DoNotRenderEntities.Enable(DoNotRenderEntitiesEnabled.Value);
DragBuildPowerPolesEnabled.SettingChanged += (_, _) => DragBuildPowerPoles.Enable(DragBuildPowerPolesEnabled.Value);
DragBuildPowerPolesAlternatelyEnabled.SettingChanged += (_, _) => DragBuildPowerPoles.AlternatelyChanged();
AutoConstructEnabled.SettingChanged += (_, _) => Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
BeltSignalsForBuyOutEnabled.SettingChanged += (_, _) => BeltSignalsForBuyOut.Enable(BeltSignalsForBuyOutEnabled.Value);
TankFastFillInAndTakeOutEnabled.SettingChanged += (_, _) => TankFastFillInAndTakeOut.Enable(TankFastFillInAndTakeOutEnabled.Value);
TankFastFillInAndTakeOutMultiplier.SettingChanged += (_, _) => UpdateTankFastFillInAndTakeOutMultiplierRealValue();
@@ -274,6 +276,76 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
return matcher.InstructionEnumeration();
}
#region Auto Construct
private static int _lastPrebuildCount = -1;
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetData), nameof(PlanetData.NotifyFactoryLoaded))]
private static void PlanetData_NotifyFactoryLoaded_Postfix()
{
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
_lastPrebuildCount = -1;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetData), nameof(PlanetData.UnloadFactory))]
private static void PlanetData_UnloadFactory_Postfix()
{
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
_lastPrebuildCount = -1;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerAction_Rts), nameof(PlayerAction_Rts.GameTick))]
private static void PlayerAction_Rts_GameTick_Prefix(PlayerAction_Rts __instance, long timei)
{
if (timei % 60L != 0) return;
var planet = GameMain.localPlanet;
if (planet == null || !planet.factoryLoaded) return;
var factory = planet.factory;
var prebuildCount = factory.prebuildCount;
if (_lastPrebuildCount != prebuildCount)
{
if (_lastPrebuildCount <= 0 || prebuildCount == 0)
{
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
}
_lastPrebuildCount = prebuildCount;
}
if (prebuildCount <= 0) return;
if (!AutoConstructEnabled.Value) return;
var player = __instance.player;
if (player.orders.orderCount > 0) return;
if (player.movementState == EMovementState.Walk && player.mecha.thrusterLevel >= 1)
{
player.controller.actionWalk.SwitchToFly();
return;
}
var prebuilds = factory.prebuildPool;
var minDist = float.MaxValue;
var minIndex = 0;
var playerPos = player.position;
for (var i = factory.prebuildCursor - 1; i > 0; i--)
{
ref var prebuild = ref prebuilds[i];
if (prebuild.id != i || prebuild.isDestroyed) continue;
if (prebuild.itemRequired > 0)
{
if (player.package.GetItemCount(prebuild.protoId) < prebuild.itemRequired) continue;
}
var dist = (prebuild.pos - playerPos).sqrMagnitude;
if (dist < minDist)
{
minDist = dist;
minIndex = i;
}
}
if (minIndex == 0) return;
if ((prebuilds[minIndex].pos - playerPos).sqrMagnitude < 400f) return;
player.Order(OrderNode.MoveTo(prebuilds[minIndex].pos), false);
}
#endregion
public class NightLight : PatchImpl<NightLight>
{
private static bool _nightlightInitialized;

View File

@@ -33,7 +33,7 @@ public class MyCheckButton : MonoBehaviour
openNormalColor = tankWindow.openNormalColor;
closeMouseOverColor = tankWindow.closeMouseOverColor;
closePressColor = tankWindow.closePressColor;
closeNormalColor = tankWindow.closeNormalColor;
closeNormalColor = /*tankWindow.closeNormalColor*/ new Color(0.6557f, 0.9145f, 1f, 0.4f);
var go = Instantiate(UIRoot.instance.uiGame.beltWindow.reverseButton.gameObject);
go.name = "my-checkbutton";
@@ -259,7 +259,7 @@ public class MyCheckButton : MonoBehaviour
{
uiButton.transitions[0].mouseoverColor = closeMouseOverColor;
uiButton.transitions[0].pressedColor = closePressColor;
uiButton.transitions[0].normalColor = new Color(0.6557f, 0.9145f, 1f, 0.0627f);
uiButton.transitions[0].normalColor = closeNormalColor;
}
uiButton.RefreshTransitionsImmediately();
}

View File

@@ -130,6 +130,8 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
"Drag building power poles in maximum connection range");
FactoryPatch.DragBuildPowerPolesAlternatelyEnabled = Config.Bind("Factory", "DragBuildPowerPolesAlternately", true,
"Build Tesla Tower and Wireless Power Tower alternately");
FactoryPatch.AutoConstructEnabled = Config.Bind("Factory", "AutoConstruct", false,
"Fly toward the building to be constructed automatically");
FactoryPatch.BeltSignalsForBuyOutEnabled = Config.Bind("Factory", "BeltSignalsForBuyOut", false,
"Belt signals for buy out dark fog items automatically");
FactoryPatch.TankFastFillInAndTakeOutEnabled = Config.Bind("Factory", "TankFastFillInAndTakeOut", false,