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https://github.com/soarqin/DSP_Mods.git
synced 2025-12-08 21:33:28 +08:00
UXAssist v1.0.14 & bugfix
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@@ -547,7 +547,17 @@ public static class FactoryPatch
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_patch = null;
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}
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private static void CalculateGridOffset(PlanetData planet, Vector3 pos, out float x, out float y)
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private static bool _initialized;
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[HarmonyPostfix, HarmonyPatch(typeof(UIRoot), "_OnOpen")]
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public static void UIRoot__OnOpen_Postfix()
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{
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if (_initialized) return;
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UIGeneralTips.instance.buildCursorTextComp.supportRichText = true;
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UIGeneralTips.instance.entityBriefInfo.entityNameText.supportRichText = true;
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_initialized = true;
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}
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private static void CalculateGridOffset(PlanetData planet, Vector3 pos, out float x, out float y, out float z)
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{
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var npos = pos.normalized;
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var segment = planet.aux.activeGrid?.segment ?? 200;
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@@ -558,8 +568,19 @@ public static class FactoryPatch
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var longitudeRad = BlueprintUtils.GetLongitudeRad(npos);
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x = longitudeRad / longitudeRadPerGrid;
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y = latitudeRad / latitudeRadPerGrid;
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z = (pos.magnitude - planet.realRadius - 0.2f) / 1.3333333f;
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}
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private static string FixedPoint(float f)
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{
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var s = Mathf.RoundToInt(f * 10000);
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return $"{s / 10000}.{Math.Abs(s % 10000)}".TrimEnd('0').TrimEnd('.');
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}
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private static PlanetData _lastPlanet;
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private static Vector3 _lastPos;
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private static string _lastOffsetText;
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[HarmonyPostfix]
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[HarmonyPriority(Priority.Last), HarmonyPatch(typeof(BuildTool_Click), nameof(BuildTool_Click.CheckBuildConditions))]
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private static void BuildTool_Click_CheckBuildConditions_Postfix(BuildTool_Click __instance)
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@@ -567,8 +588,15 @@ public static class FactoryPatch
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if (__instance.buildPreviews.Count != 1) return;
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var preview = __instance.buildPreviews[0];
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if (preview.desc.isInserter) return;
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CalculateGridOffset(__instance.planet, preview.lpos, out var x, out var y);
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__instance.actionBuild.model.cursorText = $"({x},{y})\n" + __instance.actionBuild.model.cursorText;
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var planet = __instance.planet;
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if (_lastPlanet != planet || _lastPos != preview.lpos)
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{
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CalculateGridOffset(__instance.planet, preview.lpos, out var x, out var y, out var z);
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_lastPlanet = planet;
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_lastPos = preview.lpos;
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_lastOffsetText = $"<color=#ffbfbfff>{FixedPoint(x)}</color>,<color=#bfffbfff>{FixedPoint(y)}</color>,<color=#bfbfffff>{FixedPoint(z)}</color>";
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}
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__instance.actionBuild.model.cursorText = $"({_lastOffsetText})\n" + __instance.actionBuild.model.cursorText;
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}
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[HarmonyTranspiler]
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@@ -587,8 +615,15 @@ public static class FactoryPatch
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{
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var entity = entityBriefInfo.factory.entityPool[entityBriefInfo.entityId];
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if (entity.inserterId > 0) return;
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CalculateGridOffset(entityBriefInfo.factory.planet, entity.pos, out var x, out var y);
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entityBriefInfo.entityNameText.text += $" ({x},{y})";
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var planet = entityBriefInfo.factory.planet;
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if (_lastPlanet != planet || _lastPos != entity.pos)
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{
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CalculateGridOffset(planet, entity.pos, out var x, out var y, out var z);
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_lastPlanet = planet;
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_lastPos = entity.pos;
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_lastOffsetText = $"<color=#ffbfbfff>{FixedPoint(x)}</color>,<color=#bfffbfff>{FixedPoint(y)}</color>,<color=#bfbfffff>{FixedPoint(z)}</color>";
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}
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entityBriefInfo.entityNameText.text += $" ({_lastOffsetText})";
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}
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)
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);
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@@ -51,6 +51,13 @@ public static class PlanetFunctions
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var planet = GameMain.localPlanet;
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var factory = planet?.factory;
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if (factory == null) return;
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var uiGame = UIRoot.instance.uiGame;
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if (uiGame)
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{
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uiGame.ShutAllFunctionWindow();
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uiGame.ShutAllFullScreens();
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}
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GameMain.data.mainPlayer?.controller.actionBuild.Close();
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//planet.data = new PlanetRawData(planet.precision);
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//planet.data.CalcVerts();
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for (var id = factory.entityCursor - 1; id > 0; id--)
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@@ -152,6 +159,8 @@ public static class PlanetFunctions
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factory.enemyRecycleCursor = 0;
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factory.enemyCapacity = 0;
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factory.SetEnemyCapacity(isCombatMode ? 1024 : 32);
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factory.hashSystemDynamic = new HashSystem();
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factory.hashSystemStatic = new HashSystem();
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factory.cargoContainer = new CargoContainer();
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factory.cargoTraffic = new CargoTraffic(planet);
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factory.blockContainer = new MiniBlockContainer();
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@@ -4,8 +4,11 @@
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#### 一些提升用户体验的功能和补丁
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## Changlog
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* 1.0.14
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+ Fix crash in `Re-initialize planet` again
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+ `Off-grid building and stepped rotation`: Add Z coordinate to display, and adjust the precision to 4 decimal after point
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* 1.0.13
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+ `Off-grid building and stepped rotation`: show building coorinates(relative to grids) on building preview and building info panel now
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+ `Off-grid building and stepped rotation`: show building coordinates(relative to grids) on building preview and building info panel now
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+ Increase maximum count of Metadata Instantiations to 20000 (from 2000)
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+ Increase capacity of player order queue to 128 (from 16)
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+ Fix issue caused by game updates
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@@ -101,6 +104,9 @@
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* [OffGridConstruction](https://github.com/Velociraptor115-DSPModding/OffGridConstruction): Off-grid building & stepped rotation implementations
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## 更新日志
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* 1.0.14
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+ 再次尝试修复`初始化本行星`导致的崩溃问题
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+ `脱离网格建造和小角度旋转`:现在显示建筑Z坐标,并将精度调整为小数点后4位
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* 1.0.13
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+ `脱离网格建造和小角度旋转`:现在在建造预览和建筑信息面板上显示建筑坐标(相对于网格)
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+ 将元数据提取的最大数量增加到20000(原来为2000)
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@@ -4,7 +4,7 @@
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<TargetFramework>net472</TargetFramework>
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<BepInExPluginGuid>org.soardev.uxassist</BepInExPluginGuid>
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<Description>DSP MOD - UXAssist</Description>
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<Version>1.0.13</Version>
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<Version>1.0.14</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>latest</LangVersion>
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<PackageId>UXAssist</PackageId>
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@@ -1,6 +1,6 @@
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{
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"name": "UXAssist",
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"version_number": "1.0.13",
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"version_number": "1.0.14",
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"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UXAssist",
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"description": "Some functions and patches for better user experience / 一些提升用户体验的功能和补丁",
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"dependencies": [
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