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https://github.com/soarqin/DSP_Mods.git
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Add CompressSave, with Chinese instructions in READMEs
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112
CompressSave/PatchUISaveGame.cs
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112
CompressSave/PatchUISaveGame.cs
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using HarmonyLib;
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using UnityEngine;
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using UnityEngine.UI;
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namespace CompressSave;
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static class PatchUISaveGame
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{
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[HarmonyPatch(typeof(UISaveGameWindow), "_OnDestroy"), HarmonyPostfix]
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static void _OnDestroy()
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{
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//Console.WriteLine("OnCreate");
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context = new UIContext();
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}
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//[HarmonyPatch(typeof(UISaveGameWindow), "_OnRegEvent"), HarmonyPostfix]
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//static void _OnRegEvent()
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//{
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// Console.WriteLine("OnRegEvent");
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//}
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//[HarmonyPatch(typeof(UISaveGameWindow), "_OnUnregEvent"), HarmonyPostfix]
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//static void _OnUnregEvent()
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//{
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// Console.WriteLine("OnUnregEvent");
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//}
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static void Test()
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{
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GameSave.ReadHeaderAndDescAndProperty("aa", true, out var header, out var desc, out var property);
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if (header != null)
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if (header is CompressionGameSaveHeader)
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"b".Translate();
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else
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"a".Translate();
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"d.A".Translate();
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return;
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}
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[HarmonyPatch(typeof(UISaveGameWindow), "OnSaveClick"), HarmonyReversePatch]
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static void OSaveGameAs(this UISaveGameWindow ui, int data) { }
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[HarmonyPatch(typeof(UISaveGameWindow), "CheckAndSetSaveButtonEnable"), HarmonyPostfix]
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static void CheckAndSetSaveButtonEnable(UISaveGameWindow __instance, UIButton ___saveButton, Text ___saveButtonText)
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{
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_OnOpen(__instance, ___saveButton, ___saveButtonText);
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if (context.saveButtonText && context.saveButton)
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SetButtonState(context.saveButtonText.text, context.saveButton.button.interactable);
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}
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static void SetButtonState(string text, bool interactable)
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{
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context.buttonCompress.button.interactable = interactable;
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context.buttonCompressText.text = text;
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}
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class UIContext
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{
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public UIButton buttonCompress;
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public UIButton saveButton;
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public Text buttonCompressText;
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public Text saveButtonText;
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public UISaveGameWindow ui;
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}
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[HarmonyPatch(typeof(UISaveGameWindow), "OnSaveClick"), HarmonyPrefix]
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static void OnSaveClick()
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{
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PatchSave.UseCompressSave = true;
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}
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static UIContext context = new UIContext();
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[HarmonyPatch(typeof(UISaveGameWindow), "_OnOpen"), HarmonyPostfix]
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static void _OnOpen(UISaveGameWindow __instance, UIButton ___saveButton, Text ___saveButtonText)
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{
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if (!context.buttonCompress)
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{
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context.saveButton = ___saveButton;
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context.saveButtonText = ___saveButtonText;
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context.ui = __instance;
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context.buttonCompress = (__instance.transform.Find("button-compress")?.gameObject??GameObject.Instantiate(___saveButton.gameObject, ___saveButton.transform.parent)).GetComponent<UIButton>();
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context.buttonCompress.gameObject.name = "button-compress";
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context.buttonCompress.transform.Translate(new Vector3(-2.0f, 0, 0));
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context.buttonCompress.button.image.color = new Color32(0xfc,0x6f,00,0x77);
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context.buttonCompressText = context.buttonCompress.transform.Find("button-text")?.GetComponent<Text>();
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context.buttonCompress.onClick += __instance.OnSaveClick;
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context.saveButton.onClick -= __instance.OnSaveClick;
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context.saveButton.onClick += WrapClick;
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}
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}
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static void WrapClick(int data)
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{
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PatchSave.UseCompressSave = false;
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context.ui.OSaveGameAs(data);
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}
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public static void OnDestroy()
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{
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if (context.buttonCompress)
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GameObject.Destroy(context.buttonCompress.gameObject);
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if (context.ui)
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{
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context.saveButton.onClick -= WrapClick;
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context.saveButton.onClick += context.ui.OnSaveClick;
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}
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_OnDestroy();
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}
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}
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