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https://github.com/soarqin/DSP_Mods.git
synced 2025-12-09 02:53:29 +08:00
UXAssist: add profile based option
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@@ -9,6 +9,7 @@ namespace UXAssist.Functions;
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public static class WindowFunctions
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{
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private static bool _initialized;
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public static string ProfileName { get; private set; }
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private const string GameWindowClass = "UnityWndClass";
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@@ -34,6 +35,8 @@ public static class WindowFunctions
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public static void Init()
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{
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if (_initialized) return;
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_initialized = true;
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I18N.Add("Cores: {0}\nThreads: {1}", "Cores: {0}\nThreads: {1}", "核心数: {0}\n线程数: {1}");
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I18N.Add("\nP-Cores: {0}\nE-Cores: {1}", "\nP-Cores: {0}\nE-Cores: {1}", "\n性能核心: {0}\n能效核心: {1}");
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I18N.Add("\nPriority: {0}", "\nProcess priority: {0}", "\n进程优先级: {0}");
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@@ -22,6 +22,7 @@ public class GamePatch : PatchImpl<GamePatch>
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public static ConfigEntry<bool> ConvertSavesFromPeaceEnabled;
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public static ConfigEntry<Vector4> LastWindowRect;
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public static ConfigEntry<bool> ProfileBasedSaveFolderEnabled;
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public static ConfigEntry<bool> ProfileBasedOptionEnabled;
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public static ConfigEntry<string> DefaultProfileName;
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public static ConfigEntry<double> GameUpsFactor;
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@@ -85,6 +86,7 @@ public class GamePatch : PatchImpl<GamePatch>
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// AutoSaveOptEnabled.SettingChanged += (_, _) => AutoSaveOpt.Enable(AutoSaveOptEnabled.Value);
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ConvertSavesFromPeaceEnabled.SettingChanged += (_, _) => ConvertSavesFromPeace.Enable(ConvertSavesFromPeaceEnabled.Value);
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ProfileBasedSaveFolderEnabled.SettingChanged += (_, _) => RefreshSavePath();
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ProfileBasedOptionEnabled.SettingChanged += (_, _) => RefreshSavePath();
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DefaultProfileName.SettingChanged += (_, _) => RefreshSavePath();
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GameUpsFactor.SettingChanged += (_, _) =>
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{
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@@ -97,6 +99,7 @@ public class GamePatch : PatchImpl<GamePatch>
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FPSController.SetFixUPS(GameMain.tickPerSec * GameUpsFactor.Value);
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};
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RefreshSavePath();
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}
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public static void Start()
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@@ -140,7 +143,13 @@ public class GamePatch : PatchImpl<GamePatch>
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private static void RefreshSavePath()
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{
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var profileName = WindowFunctions.ProfileName;
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if (profileName == null) return;
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if (profileName == null)
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{
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// We should initialize WindowFunctions before using WindowFunctions.ProfileName
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WindowFunctions.Init();
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profileName = WindowFunctions.ProfileName;
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if (profileName == null) return;
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}
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if (UIRoot.instance.loadGameWindow.gameObject.activeSelf)
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{
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@@ -154,15 +163,30 @@ public class GamePatch : PatchImpl<GamePatch>
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string gameSavePath;
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if (ProfileBasedSaveFolderEnabled.Value && string.Compare(DefaultProfileName.Value, profileName, StringComparison.OrdinalIgnoreCase) != 0)
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gameSavePath = $"{GameConfig.overrideDocumentFolder}{GameConfig.gameName}/Save/{profileName}/";
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gameSavePath = $"{GameConfig.gameDocumentFolder}Save/{profileName}/";
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else
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gameSavePath = $"{GameConfig.overrideDocumentFolder}{GameConfig.gameName}/Save/";
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gameSavePath = $"{GameConfig.gameDocumentFolder}Save/";
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if (string.Compare(GameConfig.gameSavePath, gameSavePath, StringComparison.OrdinalIgnoreCase) == 0) return;
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GameConfig.gameSavePath = gameSavePath;
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if (!Directory.Exists(GameConfig.gameSavePath))
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{
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Directory.CreateDirectory(GameConfig.gameSavePath);
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}
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string optionPath;
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if (ProfileBasedOptionEnabled.Value && string.Compare(DefaultProfileName.Value, profileName, StringComparison.OrdinalIgnoreCase) != 0)
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{
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var path = $"{GameConfig.gameDocumentFolder}Option";
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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optionPath = $"{path}/{profileName}.xml";
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}
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else
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optionPath = $"{GameConfig.gameDocumentFolder}options.xml";
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if (string.Compare(GameConfig.gameXMLOption, optionPath, StringComparison.OrdinalIgnoreCase) == 0) return;
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GameConfig.gameXMLOption = optionPath;
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}
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[HarmonyPrefix, HarmonyPatch(typeof(GameMain), nameof(GameMain.HandleApplicationQuit))]
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@@ -34,6 +34,9 @@ public static class UIConfigWindow
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I18N.Add("Profile-based save folder", "Mod manager profile based save folder", "基于mod管理器配置档案名的存档文件夹");
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I18N.Add("Profile-based save folder tips", "Save files are stored in 'Save\\<ProfileName>' folder.\nWill use original save location if matching default profile name",
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"存档文件会存储在'Save\\<ProfileName>'文件夹中\n如果匹配默认配置档案名则使用原始存档位置");
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I18N.Add("Profile-based option", "Mod manager profile based option", "基于mod管理器配置档案名的选项设置");
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I18N.Add("Profile-based option tips", "Options are stored in 'Option\\<ProfileName>.xml'.\nWill use original save location if matching default profile name",
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"配置选项会存储在'Option\\<ProfileName>.xml'里\n如果匹配默认配置档案名则使用原始存档位置");
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I18N.Add("Default profile name", "Default profile name", "默认配置档案名");
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I18N.Add("Logical Frame Rate", "Logical Frame Rate", "逻辑帧倍率");
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I18N.Add("Reset", "Reset", "重置");
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@@ -179,7 +182,10 @@ public static class UIConfigWindow
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y += 36f;
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab1, GamePatch.ProfileBasedSaveFolderEnabled, "Profile-based save folder");
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wnd.AddTipsButton2(checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab1, "Profile-based save folder", "Profile-based save folder tips", "btn-profile-based-save-folder-tips");
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y += 30f;
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y += 36f;
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab1, GamePatch.ProfileBasedOptionEnabled, "Profile-based option");
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wnd.AddTipsButton2(checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab1, "Profile-based option", "Profile-based option tips", "btn-profile-based-option-tips");
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y += 36f;
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wnd.AddText2(x + 2f, y, tab1, "Default profile name", 15, "text-default-profile-name");
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y += 24f;
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wnd.AddInputField(x + 2f, y, 200f, tab1, GamePatch.DefaultProfileName, 15, "input-profile-save-folder");
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@@ -78,6 +78,8 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
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"Mouse cursor scale up multiplier");
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GamePatch.ProfileBasedSaveFolderEnabled = Config.Bind("Game", "ProfileBasedSaveFolder", false,
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"Profile-based save folder");
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GamePatch.ProfileBasedOptionEnabled = Config.Bind("Game", "ProfileBasedOption", false,
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"Profile-based option");
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GamePatch.DefaultProfileName = Config.Bind("Game", "DefaultProfileName", "Default",
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"Default profile name, used when profile-based save folder is enabled. Use original game save folder if matched");
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/*
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