mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-09 00:13:36 +08:00
Work in progress
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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using UXAssist.UI;
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using UXAssist.Common;
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@@ -31,6 +32,9 @@ public static class UIConfigWindow
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I18N.Add("Initialize This Planet Confirm", "This operation will destroy all buildings and revert terrains on this planet, are you sure?", "此操作将会摧毁本行星上的所有建筑并恢复地形,确定吗?");
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I18N.Add("Dismantle All Buildings", "Dismantle all buildings", "拆除所有建筑");
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I18N.Add("Dismantle All Buildings Confirm", "This operation will dismantle all buildings on this planet, are you sure?", "此操作将会拆除本行星上的所有建筑,确定吗?");
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I18N.Add("Quick build Orbital Collectors", "Quick build Orbital Collectors", "快速建造轨道采集器");
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I18N.Add("Maximum count to build", "Maximum count to build", "最大建造数量");
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I18N.Add("max", "max", "最大");
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I18N.Add("Stop ejectors when available nodes are all filled up", "Stop ejectors when available nodes are all filled up", "可用节点全部造完时停止弹射");
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I18N.Add("Construct only nodes but frames", "Construct only nodes but frames", "只造节点不造框架");
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I18N.Add("Initialize Dyson Sphere", "Initialize Dyson Sphere", "初始化戴森球");
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@@ -93,6 +97,26 @@ public static class UIConfigWindow
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}))
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);
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y += 72f;
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wnd.AddButton(x, y, 200, tab2, "Quick build Orbital Collectors", 16, "button-init-planet", PlanetFunctions.BuildOrbitalCollectors);
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x += 10f;
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y += 30f;
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MyWindow.AddText(x, y, tab2, "Maximum count to build", 16, "text-oc-build-count");
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y += 26f;
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var sl0 = MySlider.CreateSlider(x, y, tab2, PlanetFunctions.OrbitalCollectorMaxBuildCount.Value, 0f, 40f, "G", 200f);
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if (PlanetFunctions.OrbitalCollectorMaxBuildCount.Value == 0)
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{
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sl0.SetLabelText("max".Translate());
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}
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sl0.OnValueChanged += () =>
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{
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PlanetFunctions.OrbitalCollectorMaxBuildCount.Value = Mathf.RoundToInt(sl0.Value);
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if (PlanetFunctions.OrbitalCollectorMaxBuildCount.Value == 0)
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{
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sl0.SetLabelText("max".Translate());
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}
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};
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var tab3 = wnd.AddTab(trans, "Dyson Sphere");
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x = 0f;
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y = 10f;
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