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https://github.com/soarqin/DSP_Mods.git
synced 2025-12-09 00:13:36 +08:00
UXAssist: Work in progress
This commit is contained in:
@@ -7,15 +7,12 @@ namespace CheatEnabler;
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public static class UIConfigWindow
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{
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private static RectTransform _windowTrans;
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private static MyConfigWindow _configWindow;
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private static RectTransform _tab4;
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private static UIButton _resignGameBtn;
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private static readonly UIButton[] _dysonLayerBtn = new UIButton[10];
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public static void Init()
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{
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I18N.Add("General", "General", "常规");
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I18N.Add("General", "*General*", "*常规*");
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I18N.Add("Enable Dev Shortcuts", "Enable Dev Shortcuts", "开发模式快捷键");
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I18N.Add("Disable Abnormal Checks", "Disable Abnormal Checks", "关闭数据异常检查");
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I18N.Add("Hotkey", "Hotkey", "快捷键");
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@@ -28,11 +25,9 @@ public static class UIConfigWindow
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"Click tech on tree while holding:\n Shift: Tech level + 1\n Ctrl: Tech level + 10\n Ctrl + Shift: Tech level + 100\n Alt: Tech level to MAX\n\nNote: all direct prerequisites will be unlocked as well.",
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"按住以下组合键点击科技树:\n Shift:科技等级+1\n Ctrl:科技等级+10\n Ctrl+Shift:科技等级+100\n Alt:科技等级升到最大\n\n注意:所有直接前置科技也会被解锁");
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I18N.Add("Assign game to current account", "Assign game to current account", "将游戏绑定给当前账号");
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I18N.Add("Factory", "Factory", "工厂");
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I18N.Add("Factory", "*Factory*", "*工厂*");
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I18N.Add("Finish build immediately", "Finish build immediately", "建造秒完成");
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I18N.Add("Architect mode", "Architect mode", "建筑师模式");
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I18N.Add("Unlimited interactive range", "Unlimited interactive range", "无限交互距离");
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I18N.Add("Remove some build conditions", "Remove some build conditions", "移除部分不影响游戏逻辑的建造条件");
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I18N.Add("Build without condition", "Build without condition check", "无条件建造");
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I18N.Add("No collision", "No collision", "无碰撞");
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I18N.Add("Belt signal generator", "Belt signal generator", "传送带信号物品生成");
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@@ -41,23 +36,17 @@ public static class UIConfigWindow
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"Belt signal number format alternative format:\n AAAABC by default\n BCAAAA as alternative\nAAAA=generation speed in minutes, B=proliferate points, C=stack count",
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"传送带信号物品生成数量格式:\n 默认为AAAABC\n 勾选替换为BCAAAA\nAAAA=生成速度,B=增产点数,C=堆叠数量");
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I18N.Add("Count all raws and intermediates in statistics","Count all raw materials in statistics", "统计信息里计算所有原料和中间产物");
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I18N.Add("Night Light", "Sunlight at night", "夜间日光灯");
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I18N.Add("Remove power space limit", "Remove space limit for winds and geothermals", "移除风力发电和地热发电的间距限制");
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I18N.Add("Boost wind power", "Boost wind power(x100,000)", "提升风力发电(x100,000)");
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I18N.Add("Boost solar power", "Boost solar power(x100,000)", "提升太阳能发电(x100,000)");
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I18N.Add("Boost fuel power", "Boost fuel power(x50,000)", "提升燃料发电(x50,000)");
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I18N.Add("Boost fuel power 2", "(x20,000 for deuteron, x10,000 for antimatter)", "(氘核燃料棒x20,000,反物质燃料棒x10,000)");
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I18N.Add("Boost geothermal power", "Boost geothermal power(x50,000)", "提升地热发电(x50,000)");
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I18N.Add("Planet", "Planet", "行星");
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I18N.Add("Enable player actions in globe view", "Enable player actions in globe view", "在行星视图中允许玩家操作");
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I18N.Add("Planet", "*Planet*", "*行星*");
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I18N.Add("Infinite Natural Resources", "Infinite natural resources", "自然资源采集不消耗");
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I18N.Add("Fast Mining", "Fast mining", "高速采集");
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I18N.Add("Pump Anywhere", "Pump anywhere", "平地抽水");
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I18N.Add("Initialize This Planet", "Initialize this planet", "初始化本行星");
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I18N.Add("Dismantle All Buildings", "Dismantle all buildings", "拆除所有建筑");
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I18N.Add("Dyson Sphere", "Dyson Sphere", "戴森球");
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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("Dyson Sphere", "*Dyson Sphere*", "*戴森球*");
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I18N.Add("Skip bullet period", "Skip bullet period", "跳过子弹阶段");
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I18N.Add("Skip absorption period", "Skip absorption period", "跳过吸收阶段");
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I18N.Add("Quick absorb", "Quick absorb", "快速吸收");
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@@ -65,9 +54,7 @@ public static class UIConfigWindow
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I18N.Add("Overclock Ejectors", "Overclock Ejectors (10x)", "高速弹射器(10倍射速)");
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I18N.Add("Overclock Silos", "Overclock Silos (10x)", "高速发射井(10倍射速)");
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I18N.Add("Terraform without enough sands", "Terraform without enough sands", "沙土不够时依然可以整改地形");
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I18N.Add("Initialize Dyson Sphere", "Initialize Dyson Sphere", "初始化戴森球");
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I18N.Add("Click to dismantle selected layer", "Click to dismantle selected layer", "点击拆除对应的戴森壳");
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I18N.Add("Birth", "Birth Sys", "母星系");
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I18N.Add("Birth", "*Birth Sys*", "*母星系*");
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I18N.Add("Silicon/Titanium on birth planet", "Silicon/Titanium on birth planet", "母星有硅和钛");
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I18N.Add("Fire ice on birth planet", "Fire ice on birth planet", "母星有可燃冰");
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I18N.Add("Kimberlite on birth planet", "Kimberlite on birth planet", "母星有金伯利矿");
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@@ -85,7 +72,6 @@ public static class UIConfigWindow
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private static void CreateUI(MyConfigWindow wnd, RectTransform trans)
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{
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_configWindow = wnd;
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_windowTrans = trans;
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// General tab
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var x = 0f;
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@@ -96,8 +82,6 @@ public static class UIConfigWindow
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MyCheckBox.CreateCheckBox(x, y, tab1, AbnormalDisabler.Enabled, "Disable Abnormal Checks");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab1, TechPatch.Enabled, "Unlock Tech with Key-Modifiers");
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y += 118f;
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MyKeyBinder.CreateKeyBinder(x, y, tab1, CheatEnabler.Hotkey, "Hotkey");
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x = 156f;
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y = 16f;
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MyWindow.AddTipsButton(x, y, tab1, "Dev Shortcuts", "Dev Shortcuts Tips", "dev-shortcuts-tips");
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@@ -117,14 +101,10 @@ public static class UIConfigWindow
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.ArchitectModeEnabled, "Architect mode");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.UnlimitInteractiveEnabled, "Unlimited interactive range");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.NoConditionEnabled, "Build without condition");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.NoCollisionEnabled, "No collision");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.NightLightEnabled, "Night Light");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.BeltSignalGeneratorEnabled, "Belt signal generator");
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y += 26f;
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x += 26f;
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@@ -140,10 +120,8 @@ public static class UIConfigWindow
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OnBeltSignalChanged();
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};
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OnBeltSignalChanged();
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x = 240f;
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x = 350f;
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y = 10f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.RemoveSomeConditionEnabled, "Remove some build conditions");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.RemovePowerSpaceLimitEnabled, "Remove power space limit");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.BoostWindPowerEnabled, "Boost wind power");
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@@ -161,16 +139,14 @@ public static class UIConfigWindow
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var tab3 = wnd.AddTab(_windowTrans, "Planet");
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x = 0f;
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y = 10f;
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MyCheckBox.CreateCheckBox(x, y, tab3, PlanetFunctions.PlayerActionsInGlobeViewEnabled, "Enable player actions in globe view");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab3, ResourcePatch.InfiniteResourceEnabled, "Infinite Natural Resources");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab3, ResourcePatch.FastMiningEnabled, "Fast Mining");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab3, WaterPumperPatch.Enabled, "Pump Anywhere");
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MyCheckBox.CreateCheckBox(x, y, tab3, PlanetPatch.WaterPumpAnywhereEnabled, "Pump Anywhere");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab3, TerraformPatch.Enabled, "Terraform without enough sands");
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x = 300f;
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MyCheckBox.CreateCheckBox(x, y, tab3, PlanetPatch.TerraformAnywayEnabled, "Terraform without enough sands");
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x = 400f;
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y = 10f;
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wnd.AddButton(x, y, tab3, "矿物掩埋标题", 16, "button-bury-all", () => { PlanetFunctions.BuryAllVeins(true); });
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y += 36f;
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@@ -192,18 +168,10 @@ public static class UIConfigWindow
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if (factory == null) return;
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GameMain.localPlanet.factory.PlanetReformRevert();
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});
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y += 36f;
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wnd.AddButton(x, y, tab3, "Initialize This Planet", 16, "button-init-planet", () => { PlanetFunctions.RecreatePlanet(true); });
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y += 36f;
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wnd.AddButton(x, y, tab3, "Dismantle All Buildings", 16, "button-dismantle-all", () => { PlanetFunctions.DismantleAll(false); });
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var tab4 = wnd.AddTab(_windowTrans, "Dyson Sphere");
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x = 0f;
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y = 10f;
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MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.StopEjectOnNodeCompleteEnabled, "Stop ejectors when available nodes are all filled up");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.OnlyConstructNodesEnabled, "Construct only nodes but frames");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.SkipBulletEnabled, "Skip bullet period");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.SkipAbsorbEnabled, "Skip absorption period");
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@@ -215,28 +183,6 @@ public static class UIConfigWindow
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MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.OverclockEjectorEnabled, "Overclock Ejectors");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.OverclockSiloEnabled, "Overclock Silos");
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x = 300f;
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y = 10f;
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wnd.AddButton(x, y, tab4, "Initialize Dyson Sphere", 16, "init-dyson-sphere", () => { DysonSpherePatch.InitCurrentDysonSphere(-1); });
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y += 36f;
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MyWindow.AddText(x, y, tab4, "Click to dismantle selected layer", 16, "text-dismantle-layer");
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y += 26f;
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for (var i = 0; i < 10; i++)
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{
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var id = i + 1;
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var btn = wnd.AddFlatButton(x, y, tab4, id.ToString(), 12, "dismantle-layer-" + id, () => { DysonSpherePatch.InitCurrentDysonSphere(id); });
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((RectTransform)btn.transform).sizeDelta = new Vector2(40f, 20f);
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_dysonLayerBtn[i] = btn;
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if (i == 4)
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{
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x -= 160f;
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y += 20f;
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}
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else
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{
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x += 40f;
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}
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}
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var tab5 = wnd.AddTab(_windowTrans, "Birth");
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x = 0f;
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@@ -256,13 +202,11 @@ public static class UIConfigWindow
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MyCheckBox.CreateCheckBox(x, y, tab5, BirthPlanetPatch.SpiniformOnBirthPlanet, "Spiniform stalagmite crystal on birth planet");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab5, BirthPlanetPatch.UnipolarOnBirthPlanet, "Unipolar magnet on birth planet");
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x = 200f;
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x = 300f;
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y = 10f;
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MyCheckBox.CreateCheckBox(x, y, tab5, BirthPlanetPatch.FlatBirthPlanet, "Birth planet is solid flat (no water at all)");
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y += 36f;
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MyCheckBox.CreateCheckBox(x, y, tab5, BirthPlanetPatch.HighLuminosityBirthStar, "Birth star has high luminosity");
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_tab4 = tab4;
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return;
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void OnBeltSignalChanged()
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@@ -277,7 +221,6 @@ public static class UIConfigWindow
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private static void UpdateUI()
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{
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UpdateResignButton();
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UpdateDysonShells();
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}
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private static void UpdateResignButton()
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@@ -286,30 +229,4 @@ public static class UIConfigWindow
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if (_resignGameBtn.gameObject.activeSelf == resignEnabled) return;
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_resignGameBtn.gameObject.SetActive(resignEnabled);
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}
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private static void UpdateDysonShells()
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{
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if (!_tab4.gameObject.activeSelf) return;
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var star = GameMain.localStar;
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if (star != null)
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{
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var dysonSpheres = GameMain.data?.dysonSpheres;
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if (dysonSpheres?[star.index] != null)
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{
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var ds = dysonSpheres[star.index];
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for (var i = 1; i <= 10; i++)
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{
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var layer = ds.layersIdBased[i];
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_dysonLayerBtn[i - 1].button.interactable = layer != null && layer.id == i;
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}
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return;
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}
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}
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for (var i = 0; i < 10; i++)
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{
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_dysonLayerBtn[i].button.interactable = false;
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}
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}
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}
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