refactor(UXAssist): split FactoryPatch into focused classes

This commit is contained in:
2026-06-23 02:42:21 +08:00
parent 91259bbd17
commit f2abb7cc2c
12 changed files with 2741 additions and 2589 deletions
+3 -2
View File
@@ -8,6 +8,7 @@ using UnityEngine.UI;
using CommonAPI.Systems;
using UXAssist.Common;
using UXAssist.UI;
using UXAssist.Patches.Factory;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Functions;
@@ -216,7 +217,7 @@ public static class UIFunctions
{
var lowGroup = GameObject.Find("UI Root/Overlay Canvas/In Game/Low Group");
var parent = lowGroup.GetComponent<RectTransform>();
ToggleAutoConstruct = MyCheckButton.CreateCheckButton(0, 0, parent, Patches.FactoryPatch.AutoConstructEnabled).WithSize(160f, 40f);
ToggleAutoConstruct = MyCheckButton.CreateCheckButton(0, 0, parent, FactoryPatch.AutoConstructEnabled).WithSize(160f, 40f);
var rectTrans = ToggleAutoConstruct.rectTrans;
rectTrans.anchorMax = new Vector2(0.5f, 0f);
rectTrans.anchorMin = new Vector2(0.5f, 0f);
@@ -271,7 +272,7 @@ public static class UIFunctions
{
if (ToggleAutoConstruct == null) return;
var localPlanet = GameMain.localPlanet;
var active = localPlanet != null && localPlanet.factoryLoaded && localPlanet.factory.prebuildCount > 0 && Patches.FactoryPatch.AutoConstructButtonEnabled.Value;
var active = localPlanet != null && localPlanet.factoryLoaded && localPlanet.factory.prebuildCount > 0 && FactoryPatch.AutoConstructButtonEnabled.Value;
ToggleAutoConstruct.gameObject.SetActive(active);
ConstructCountPanel.gameObject.SetActive(active);
}