mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-08 19:33:27 +08:00
This commit is contained in:
@@ -5,7 +5,7 @@
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||||
<TargetFramework>net472</TargetFramework>
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<BepInExPluginGuid>org.soardev.cheatenabler</BepInExPluginGuid>
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<Description>DSP MOD - CheatEnabler</Description>
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<Version>2.3.7</Version>
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<Version>2.3.8</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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||||
<LangVersion>latest</LangVersion>
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||||
<PackageId>CheatEnabler</PackageId>
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@@ -79,7 +79,7 @@ public static class FactoryPatch
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{
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var imm = ImmediateEnabled.Value;
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var architect = ArchitectModeEnabled.Value;
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if (!imm && !architect) return;
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if ((!imm && !architect) || GameMain.gameScenario == null) return;
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var prebuilds = factory.prebuildPool;
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if (imm) factory.BeginFlattenTerrain();
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for (var i = factory.prebuildCursor - 1; i > 0; i--)
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@@ -4,6 +4,9 @@
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#### 添加一些作弊功能,同时屏蔽异常检测
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## Changlog
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* 2.3.8
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+ Fix a crash on starting new games while `Finish build immediately` is enabled.
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+ Fix UI button width.
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* 2.3.7
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+ Support game version 0.10.28.20759
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+ Fix belt signal that items' generation speed is not fit to number set sometimes.
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@@ -115,6 +118,9 @@
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* [Multifunction_mod](https://github.com/blacksnipebiu/Multifunction_mod): Some cheat functions
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## 更新日志
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* 2.3.8
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+ 修复了启用`建造秒完成`时开新游戏可能导致崩溃的问题
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+ 修复了UI按钮宽度
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* 2.3.7
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+ 支持游戏版本0.10.28.20759
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+ 修复了传送带信号有时候物品生成速度和设置不匹配的问题
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@@ -136,11 +136,11 @@ public static class UIConfigWindow
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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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wnd.AddButton(x, y, 200f, tab3, "矿物掩埋标题", 16, "button-bury-all", () => { PlanetFunctions.BuryAllVeins(true); });
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y += 36f;
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wnd.AddButton(x, y, tab3, "矿物还原标题", 16, "button-bury-restore-all", () => { PlanetFunctions.BuryAllVeins(false); });
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wnd.AddButton(x, y, 200f, tab3, "矿物还原标题", 16, "button-bury-restore-all", () => { PlanetFunctions.BuryAllVeins(false); });
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y += 36f;
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wnd.AddButton(x, y, tab3, "铺满地基提示", 16, "button-reform-all", () =>
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wnd.AddButton(x, y, 200f, tab3, "铺满地基提示", 16, "button-reform-all", () =>
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{
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var player = GameMain.mainPlayer;
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if (player == null) return;
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@@ -150,7 +150,7 @@ public static class UIConfigWindow
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GameMain.localPlanet.factory.PlanetReformAll(reformTool.brushType, reformTool.brushColor, reformTool.buryVeins);
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});
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y += 36f;
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wnd.AddButton(x, y, tab3, "还原地形提示", 16, "button-reform-revert-all", () =>
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wnd.AddButton(x, y, 200f, tab3, "还原地形提示", 16, "button-reform-revert-all", () =>
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{
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var factory = GameMain.localPlanet?.factory;
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if (factory == null) return;
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@@ -1,6 +1,6 @@
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{
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"name": "CheatEnabler",
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"version_number": "2.3.7",
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"version_number": "2.3.8",
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"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CheatEnabler",
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"description": "Add various cheat functions while disabling abnormal determinants / 添加一些作弊功能,同时屏蔽异常检测",
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"dependencies": [
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@@ -5,7 +5,7 @@
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<AssemblyName>CompressSave</AssemblyName>
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<BepInExPluginGuid>org.soardev.compresssave</BepInExPluginGuid>
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<Description>DSP MOD - CompressSave</Description>
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<Version>1.3.4</Version>
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<Version>1.3.5</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>latest</LangVersion>
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<TargetFramework>net472</TargetFramework>
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@@ -1,15 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using HarmonyLib;
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|
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namespace CompressSave;
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||||
|
||||
public static class I18N
|
||||
{
|
||||
private static bool _initialized;
|
||||
|
||||
public static Action OnInitialized;
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||||
private static bool _dirty;
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||||
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public static void Init()
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{
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@@ -17,88 +13,116 @@ public static class I18N
|
||||
}
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||||
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public static bool Initialized() => _initialized;
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||||
private struct Translation
|
||||
{
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||||
public string Key;
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||||
public string English;
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||||
public string Chinese;
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}
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private static readonly List<Translation> StringsToAdd = [];
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||||
private static readonly List<Tuple<string, string, int>> Keys = [];
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||||
private static readonly Dictionary<int, List<string>> Strings = [];
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||||
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public static void Add(string key, string enus, string zhcn = null)
|
||||
{
|
||||
if (zhcn == null && key == enus) return;
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||||
var strProto = new Translation
|
||||
Keys.Add(Tuple.Create(key, enus, -1));
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if (Strings.TryGetValue(2052, out var zhcnList))
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||||
{
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Key = key,
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English = enus,
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Chinese = string.IsNullOrEmpty(zhcn) ? enus : zhcn
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};
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StringsToAdd.Add(strProto);
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zhcnList.Add(string.IsNullOrEmpty(zhcn) ? enus : zhcn);
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||||
}
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else
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{
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Strings.Add(2052, [string.IsNullOrEmpty(zhcn) ? enus : zhcn]);
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}
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||||
_dirty = true;
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||||
}
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||||
|
||||
private static void ApplyIndexers()
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||||
{
|
||||
var indexer = Localization.namesIndexer;
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||||
var index = indexer.Count;
|
||||
var len = Keys.Count;
|
||||
for (var i = 0; i < len; i++)
|
||||
{
|
||||
var (key, def, value) = Keys[i];
|
||||
if (value >= 0) continue;
|
||||
if (indexer.TryGetValue(key, out var idx))
|
||||
{
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||||
Keys[i] = Tuple.Create(key, def, idx);
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||||
continue;
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||||
}
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||||
indexer[key] = index;
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||||
Keys[i] = Tuple.Create(key, def, index);
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||||
index++;
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||||
}
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||||
_dirty = false;
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var strings = Localization.strings;
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||||
if (strings == null) return;
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||||
var len2 = strings.Length;
|
||||
for (var i = 0; i < len2; i++)
|
||||
{
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||||
ApplyLanguage(i);
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||||
if (i != Localization.currentLanguageIndex) continue;
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||||
Localization.currentStrings = Localization.strings[i];
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||||
Localization.currentFloats = Localization.floats[i];
|
||||
}
|
||||
}
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||||
|
||||
private static void ApplyLanguage(int index)
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||||
{
|
||||
var indexerLength = Localization.namesIndexer.Count;
|
||||
var strs = Localization.strings[index];
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||||
if (strs == null) return;
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||||
if (strs.Length < indexerLength)
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||||
{
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||||
var newStrs = new string[indexerLength];
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||||
Array.Copy(strs, newStrs, strs.Length);
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||||
strs = newStrs;
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||||
Localization.strings[index] = strs;
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||||
}
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||||
var floats = Localization.floats[index];
|
||||
if (floats != null)
|
||||
{
|
||||
if (floats.Length < indexerLength)
|
||||
{
|
||||
var newFloats = new float[indexerLength];
|
||||
Array.Copy(floats, newFloats, floats.Length);
|
||||
floats = newFloats;
|
||||
Localization.floats[index] = floats;
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||||
}
|
||||
}
|
||||
|
||||
var keyLength = Keys.Count;
|
||||
if (Strings.TryGetValue(Localization.Languages[index].lcId, out var list))
|
||||
{
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||||
for (var j = 0; j < keyLength; j++)
|
||||
{
|
||||
strs[Keys[j].Item3] = list[j];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var j = 0; j < keyLength; j++)
|
||||
{
|
||||
strs[Keys[j].Item3] = Keys[j].Item2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Apply()
|
||||
{
|
||||
if (!_initialized) return;
|
||||
var indexer = Localization.namesIndexer;
|
||||
var enIdx = -1;
|
||||
var zhIdx = -1;
|
||||
var llen = 0;
|
||||
for (var i = 0; i < Localization.strings.Length; i++)
|
||||
{
|
||||
switch (Localization.Languages[i].lcId)
|
||||
{
|
||||
case Localization.LCID_ENUS:
|
||||
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
|
||||
{
|
||||
Localization.LoadLanguage(i);
|
||||
}
|
||||
enIdx = i;
|
||||
break;
|
||||
case Localization.LCID_ZHCN:
|
||||
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
|
||||
{
|
||||
Localization.LoadLanguage(i);
|
||||
}
|
||||
zhIdx = i;
|
||||
llen = Localization.strings[i].Length;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var enus = new string[StringsToAdd.Count];
|
||||
var zhcn = new string[StringsToAdd.Count];
|
||||
for (var i = 0; i < StringsToAdd.Count; i++)
|
||||
{
|
||||
var str = StringsToAdd[i];
|
||||
enus[i] = str.English;
|
||||
zhcn[i] = str.Chinese;
|
||||
indexer[str.Key] = llen + i;
|
||||
}
|
||||
|
||||
Localization.strings[enIdx] = Localization.strings[enIdx].Concat(enus).ToArray();
|
||||
if (enIdx == Localization.currentLanguageIndex)
|
||||
{
|
||||
Localization.currentStrings = Localization.strings[enIdx];
|
||||
}
|
||||
Localization.strings[zhIdx] = Localization.strings[zhIdx].Concat(zhcn).ToArray();
|
||||
if (zhIdx == Localization.currentLanguageIndex)
|
||||
{
|
||||
Localization.currentStrings = Localization.strings[zhIdx];
|
||||
}
|
||||
StringsToAdd.Clear();
|
||||
if (Keys.Count == 0) return;
|
||||
if (!_dirty) return;
|
||||
ApplyIndexers();
|
||||
}
|
||||
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(VFPreload), "InvokeOnLoadWorkEnded")]
|
||||
private static void VFPreload_InvokeOnLoadWorkEnded_Postfix()
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadSettings))]
|
||||
private static void Localization_LoadSettings_Postfix()
|
||||
{
|
||||
if (_initialized) return;
|
||||
_initialized = true;
|
||||
if (StringsToAdd.Count == 0)
|
||||
{
|
||||
OnInitialized?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
Apply();
|
||||
OnInitialized?.Invoke();
|
||||
}
|
||||
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadLanguage))]
|
||||
private static void Localization_LoadLanguage_Postfix(int index)
|
||||
{
|
||||
if (!_initialized) return;
|
||||
ApplyLanguage(index);
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,9 @@
|
||||
|
||||
## Changelog
|
||||
|
||||
### 1.3.5
|
||||
* Fix a crash issue on choosing language other than English and Chinese.
|
||||
|
||||
### 1.3.4
|
||||
* Support for game version 0.10.28.20759.
|
||||
|
||||
@@ -140,6 +143,9 @@
|
||||
|
||||
## 更新日志
|
||||
|
||||
### 1.3.5
|
||||
* 修复了选择英文和中文以外的语言时的崩溃问题。
|
||||
|
||||
### 1.3.4
|
||||
* 支持游戏版本 0.10.28.20759。
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "CompressSave",
|
||||
"version_number": "1.3.4",
|
||||
"version_number": "1.3.5",
|
||||
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CompressSave",
|
||||
"description": "Compress game saves to reduce space use and boost save speed / 压缩游戏存档以降低空间使用并提升保存速度",
|
||||
"dependencies": ["xiaoye97-BepInEx-5.4.17"]
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using HarmonyLib;
|
||||
|
||||
namespace UXAssist.Common;
|
||||
@@ -8,6 +7,7 @@ namespace UXAssist.Common;
|
||||
public static class I18N
|
||||
{
|
||||
private static bool _initialized;
|
||||
private static bool _dirty;
|
||||
|
||||
public static Action OnInitialized;
|
||||
|
||||
@@ -17,88 +17,123 @@ public static class I18N
|
||||
}
|
||||
|
||||
public static bool Initialized() => _initialized;
|
||||
private struct Translation
|
||||
{
|
||||
public string Key;
|
||||
public string English;
|
||||
public string Chinese;
|
||||
}
|
||||
private static readonly List<Translation> StringsToAdd = [];
|
||||
private static readonly List<Tuple<string, string, int>> Keys = [];
|
||||
private static readonly Dictionary<int, List<string>> Strings = [];
|
||||
|
||||
public static void Add(string key, string enus, string zhcn = null)
|
||||
{
|
||||
if (zhcn == null && key == enus) return;
|
||||
var strProto = new Translation
|
||||
Keys.Add(Tuple.Create(key, enus, -1));
|
||||
if (Strings.TryGetValue(2052, out var zhcnList))
|
||||
{
|
||||
Key = key,
|
||||
English = enus,
|
||||
Chinese = string.IsNullOrEmpty(zhcn) ? enus : zhcn
|
||||
};
|
||||
StringsToAdd.Add(strProto);
|
||||
zhcnList.Add(string.IsNullOrEmpty(zhcn) ? enus : zhcn);
|
||||
}
|
||||
else
|
||||
{
|
||||
Strings.Add(2052, [string.IsNullOrEmpty(zhcn) ? enus : zhcn]);
|
||||
}
|
||||
_dirty = true;
|
||||
}
|
||||
|
||||
private static void ApplyIndexers()
|
||||
{
|
||||
var indexer = Localization.namesIndexer;
|
||||
var index = indexer.Count;
|
||||
var len = Keys.Count;
|
||||
for (var i = 0; i < len; i++)
|
||||
{
|
||||
var (key, def, value) = Keys[i];
|
||||
if (value >= 0) continue;
|
||||
if (indexer.TryGetValue(key, out var idx))
|
||||
{
|
||||
Keys[i] = Tuple.Create(key, def, idx);
|
||||
continue;
|
||||
}
|
||||
indexer[key] = index;
|
||||
Keys[i] = Tuple.Create(key, def, index);
|
||||
index++;
|
||||
}
|
||||
_dirty = false;
|
||||
var strings = Localization.strings;
|
||||
if (strings == null) return;
|
||||
var len2 = strings.Length;
|
||||
for (var i = 0; i < len2; i++)
|
||||
{
|
||||
ApplyLanguage(i);
|
||||
if (i != Localization.currentLanguageIndex) continue;
|
||||
Localization.currentStrings = Localization.strings[i];
|
||||
Localization.currentFloats = Localization.floats[i];
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplyLanguage(int index)
|
||||
{
|
||||
var indexerLength = Localization.namesIndexer.Count;
|
||||
var strs = Localization.strings[index];
|
||||
if (strs == null) return;
|
||||
if (strs.Length < indexerLength)
|
||||
{
|
||||
var newStrs = new string[indexerLength];
|
||||
Array.Copy(strs, newStrs, strs.Length);
|
||||
strs = newStrs;
|
||||
Localization.strings[index] = strs;
|
||||
}
|
||||
var floats = Localization.floats[index];
|
||||
if (floats != null)
|
||||
{
|
||||
if (floats.Length < indexerLength)
|
||||
{
|
||||
var newFloats = new float[indexerLength];
|
||||
Array.Copy(floats, newFloats, floats.Length);
|
||||
floats = newFloats;
|
||||
Localization.floats[index] = floats;
|
||||
}
|
||||
}
|
||||
|
||||
var keyLength = Keys.Count;
|
||||
if (Strings.TryGetValue(Localization.Languages[index].lcId, out var list))
|
||||
{
|
||||
for (var j = 0; j < keyLength; j++)
|
||||
{
|
||||
strs[Keys[j].Item3] = list[j];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var j = 0; j < keyLength; j++)
|
||||
{
|
||||
strs[Keys[j].Item3] = Keys[j].Item2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Apply()
|
||||
{
|
||||
if (!_initialized) return;
|
||||
var indexer = Localization.namesIndexer;
|
||||
var enIdx = -1;
|
||||
var zhIdx = -1;
|
||||
var llen = 0;
|
||||
for (var i = 0; i < Localization.strings.Length; i++)
|
||||
{
|
||||
switch (Localization.Languages[i].lcId)
|
||||
{
|
||||
case Localization.LCID_ENUS:
|
||||
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
|
||||
{
|
||||
Localization.LoadLanguage(i);
|
||||
}
|
||||
enIdx = i;
|
||||
break;
|
||||
case Localization.LCID_ZHCN:
|
||||
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
|
||||
{
|
||||
Localization.LoadLanguage(i);
|
||||
}
|
||||
zhIdx = i;
|
||||
llen = Localization.strings[i].Length;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var enus = new string[StringsToAdd.Count];
|
||||
var zhcn = new string[StringsToAdd.Count];
|
||||
for (var i = 0; i < StringsToAdd.Count; i++)
|
||||
{
|
||||
var str = StringsToAdd[i];
|
||||
enus[i] = str.English;
|
||||
zhcn[i] = str.Chinese;
|
||||
indexer[str.Key] = llen + i;
|
||||
}
|
||||
|
||||
Localization.strings[enIdx] = Localization.strings[enIdx].Concat(enus).ToArray();
|
||||
if (enIdx == Localization.currentLanguageIndex)
|
||||
{
|
||||
Localization.currentStrings = Localization.strings[enIdx];
|
||||
}
|
||||
Localization.strings[zhIdx] = Localization.strings[zhIdx].Concat(zhcn).ToArray();
|
||||
if (zhIdx == Localization.currentLanguageIndex)
|
||||
{
|
||||
Localization.currentStrings = Localization.strings[zhIdx];
|
||||
}
|
||||
StringsToAdd.Clear();
|
||||
if (Keys.Count == 0) return;
|
||||
if (!_dirty) return;
|
||||
ApplyIndexers();
|
||||
}
|
||||
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(VFPreload), "InvokeOnLoadWorkEnded")]
|
||||
private static void VFPreload_InvokeOnLoadWorkEnded_Postfix()
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadSettings))]
|
||||
private static void Localization_LoadSettings_Postfix()
|
||||
{
|
||||
if (_initialized) return;
|
||||
_initialized = true;
|
||||
if (StringsToAdd.Count == 0)
|
||||
{
|
||||
OnInitialized?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
Apply();
|
||||
}
|
||||
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadLanguage))]
|
||||
private static void Localization_LoadLanguage_Postfix(int index)
|
||||
{
|
||||
if (!_initialized) return;
|
||||
ApplyLanguage(index);
|
||||
}
|
||||
|
||||
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.NotifyLanguageChange))]
|
||||
private static void Localization_NotifyLanguageChange_Postfix()
|
||||
{
|
||||
if (!_initialized) return;
|
||||
OnInitialized?.Invoke();
|
||||
}
|
||||
}
|
||||
@@ -181,6 +181,7 @@ public static class GamePatch
|
||||
private static class ConvertSavesFromPeace
|
||||
{
|
||||
private static Harmony _patch;
|
||||
private static bool _needConvert;
|
||||
public static void Enable(bool on)
|
||||
{
|
||||
if (on)
|
||||
@@ -192,24 +193,37 @@ public static class GamePatch
|
||||
_patch = null;
|
||||
}
|
||||
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(GameDesc), nameof(GameDesc.Import))]
|
||||
private static IEnumerable<CodeInstruction> GameDesc_Import_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
|
||||
private static void GameDesc_Import_Postfix(GameDesc __instance)
|
||||
{
|
||||
if (DSPGame.IsMenuDemo || !__instance.isPeaceMode) return;
|
||||
__instance.combatSettings = UIRoot.instance.galaxySelect.uiCombat.combatSettings;
|
||||
__instance.isPeaceMode = false;
|
||||
_needConvert = true;
|
||||
}
|
||||
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPatch(typeof(GameData), nameof(GameData.Import))]
|
||||
private static IEnumerable<CodeInstruction> GameData_Import_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
|
||||
{
|
||||
var matcher = new CodeMatcher(instructions, generator);
|
||||
matcher.MatchForward(false,
|
||||
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(CombatSettings), nameof(CombatSettings.SetDefault)))
|
||||
).Advance(-1).RemoveInstructions(2).Insert(
|
||||
new CodeInstruction(OpCodes.Call, AccessTools.PropertyGetter(typeof(UIRoot), nameof(UIRoot.instance))),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIRoot), nameof(UIRoot.galaxySelect))),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIGalaxySelect), nameof(UIGalaxySelect.uiCombat))),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UICombatSettingsDF), nameof(UICombatSettingsDF.combatSettings))),
|
||||
new CodeInstruction(OpCodes.Stfld, AccessTools.Field(typeof(GameDesc), nameof(GameDesc.combatSettings))),
|
||||
new CodeInstruction(OpCodes.Ldarg_0),
|
||||
new CodeInstruction(OpCodes.Ldc_I4_0),
|
||||
new CodeInstruction(OpCodes.Stfld, AccessTools.Field(typeof(GameDesc), nameof(GameDesc.isPeaceMode)))
|
||||
matcher.Start().MatchForward(false,
|
||||
new CodeMatch(instr => (instr.opcode == OpCodes.Ldc_I4 || instr.opcode == OpCodes.Ldc_I4_S) && instr.OperandIs(0x1B)),
|
||||
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(PerformanceMonitor), nameof(PerformanceMonitor.EndData)))
|
||||
);
|
||||
matcher.Advance(2).Opcode = OpCodes.Brfalse;
|
||||
matcher.Insert(
|
||||
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(ConvertSavesFromPeace), nameof(ConvertSavesFromPeace._needConvert)))
|
||||
);
|
||||
return matcher.InstructionEnumeration();
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(GameData), nameof(GameData.Import))]
|
||||
private static void GameData_Import_Postfix()
|
||||
{
|
||||
_needConvert = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,8 +4,11 @@
|
||||
#### 一些提升用户体验的功能和补丁
|
||||
|
||||
## Changlog
|
||||
* 1.0.7
|
||||
+ Fix a crash issue on choosing language other than English and Chinese
|
||||
+ Games saved in Peace-Mode after Dark-Forg update can also be loaded as Combat-Mode now.
|
||||
* 1.0.6
|
||||
+ Convert old saves to Combat Mode on loading
|
||||
+ Convert old saves to Combat-Mode on loading
|
||||
* 1.0.5
|
||||
+ Support game version 0.10.28.20759
|
||||
+ Sort blueprint structures before saving, to reduce generated blueprint data size a little.
|
||||
@@ -42,7 +45,7 @@
|
||||
+ General
|
||||
- Enable game window resize
|
||||
- Remember window position and size on last exit
|
||||
- Convert old saves to Combat Mode on loading
|
||||
- Convert Peace-Mode saves to Combat-Mode on loading
|
||||
+ Planet/Factory
|
||||
- Unlimited interactive range
|
||||
- Sunlight at night
|
||||
@@ -73,6 +76,9 @@
|
||||
* [OffGridConstruction](https://github.com/Velociraptor115-DSPModding/OffGridConstruction): Off-grid building & stepped rotation implementations
|
||||
|
||||
## 更新日志
|
||||
* 1.0.7
|
||||
+ 修复了选择英文和中文以外的语言时的崩溃问题
|
||||
+ 黑雾更新后使用和平模式保存的存档现在也可以转换为战斗模式了
|
||||
* 1.0.6
|
||||
+ 在加载旧存档时将其转换为战斗模式
|
||||
* 1.0.5
|
||||
@@ -111,7 +117,7 @@
|
||||
+ 通用
|
||||
- 可调整游戏窗口大小(可最大化和拖动边框)
|
||||
- 记住上次退出时的窗口位置和大小
|
||||
- 在加载旧存档时将其转换为战斗模式
|
||||
- 在加载和平模式存档时将其转换为战斗模式
|
||||
+ 行星/工厂
|
||||
- 无限交互距离
|
||||
- 夜间日光灯
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
<TargetFramework>net472</TargetFramework>
|
||||
<BepInExPluginGuid>org.soardev.uxassist</BepInExPluginGuid>
|
||||
<Description>DSP MOD - UXAssist</Description>
|
||||
<Version>1.0.6</Version>
|
||||
<Version>1.0.7</Version>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<PackageId>UXAssist</PackageId>
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "UXAssist",
|
||||
"version_number": "1.0.6",
|
||||
"version_number": "1.0.7",
|
||||
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UXAssist",
|
||||
"description": "Some functions and patches for better user experience / 一些提升用户体验的功能和补丁",
|
||||
"dependencies": [
|
||||
|
||||
Reference in New Issue
Block a user