mirror of
https://github.com/soarqin/DSP_Mods.git
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UXAsisst 1.3.6
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@@ -3,6 +3,11 @@
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## Changlog
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* 1.3.6
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+ `Dismantle blueprint selected buildings`:
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- Fix a crash on dismantling preview buildings.
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- Rename to `Shortcut keys for Blueprint Copy mode`, while adding a shortcut key to select all buildings (Ctrl+A by default).
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+ `Allow overflow for Logistic Stations and Advanced Mining Machines`: Working for Logistics Control Panel now.
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* 1.3.5
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+ `Mod manager profile based save folder`: Fix crash on game startup
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* 1.3.4
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@@ -313,6 +318,11 @@
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## 更新日志
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* 1.3.6
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+ `拆除蓝图选中的建筑`:
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- 修复了拆除虚影建筑时崩溃的问题
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- 重命名为`蓝图复制模式快捷键`,同时添加了选择所有建筑的快捷键(默认为Ctrl+A)
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+ `允许物流站和大型采矿机物品溢出`:现在也适用于物流控制面板
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* 1.3.5
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+ `基于mod管理器配置档案的存档文件夹`:修复游戏启动时崩溃的问题
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* 1.3.4
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@@ -86,6 +86,8 @@ public static class FactoryFunctions
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var entityPool = factory.entityPool;
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var stationPool = factory.transport.stationPool;
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foreach (var objId in buildPreviewsToRemove)
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{
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if (objId > 0)
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{
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int stationId = entityPool[objId].stationId;
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if (stationId > 0)
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@@ -100,6 +102,7 @@ public static class FactoryFunctions
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sc.storage = new StationStore[sc.storage.Length];
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sc.needs = new int[sc.needs.Length];
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}
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}
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build.DoDismantleObject(objId);
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}
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blueprintCopyTool.ClearSelection();
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@@ -108,4 +111,21 @@ public static class FactoryFunctions
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blueprintCopyTool.ResetBuildPreviews();
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blueprintCopyTool.RefreshBlueprintData();
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}
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public static void SelectAllBuildingsInBlueprintCopy()
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{
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var localFactory = GameMain.localPlanet?.factory;
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if (localFactory == null) return;
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var blueprintCopyTool = GameMain.mainPlayer?.controller?.actionBuild?.blueprintCopyTool;
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if (blueprintCopyTool == null || !blueprintCopyTool.active) return;
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var entityPool = localFactory.entityPool;
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foreach (var entity in entityPool)
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{
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if (entity.id == 0) continue;
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blueprintCopyTool.preSelectObjIds.Add(entity.id);
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blueprintCopyTool.selectedObjIds.Add(entity.id);
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}
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blueprintCopyTool.RefreshBlueprintData();
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blueprintCopyTool.DeterminePreviews();
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}
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}
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@@ -41,12 +41,13 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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public static ConfigEntry<int> LabBufferExtraCountForAdvancedAssemble;
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public static ConfigEntry<int> LabBufferMaxCountForResearch;
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public static ConfigEntry<int> ReceiverBufferCount;
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public static ConfigEntry<bool> DismantleBlueprintSelectionEnabled;
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public static ConfigEntry<bool> ShortcutKeysForBlueprintCopyEnabled;
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private static PressKeyBind _doNotRenderEntitiesKey;
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private static PressKeyBind _offgridfForPathsKey;
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private static PressKeyBind _cutConveyorBeltKey;
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private static PressKeyBind _dismantleBlueprintSelectionKey;
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private static PressKeyBind _selectAllBuildingsInBlueprintCopyKey;
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private static int _tankFastFillInAndTakeOutMultiplierRealValue = 2;
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@@ -88,6 +89,15 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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}
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);
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I18N.Add("KEYDismantleBlueprintSelection", "[UXA] Dismantle blueprint selected buildings", "[UXA] 拆除蓝图选中的建筑");
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_selectAllBuildingsInBlueprintCopyKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
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{
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key = new CombineKey((int)KeyCode.A, CombineKey.CTRL_COMB, ECombineKeyAction.OnceClick, false),
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conflictGroup = KeyBindConflict.KEYBOARD_KEYBIND,
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name = "SelectAllBuildingsInBlueprintCopy",
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canOverride = true
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}
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);
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I18N.Add("KEYSelectAllBuildingsInBlueprintCopy", "[UXA] Select all buildings in Blueprint Copy Mode", "[UXA] 蓝图复制时选择所有建筑");
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BeltSignalsForBuyOut.InitPersist();
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ProtectVeinsFromExhaustion.InitConfig();
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@@ -182,8 +192,13 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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Functions.FactoryFunctions.CutConveyorBelt(cargoTraffic, beltId);
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}
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}
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if (DismantleBlueprintSelectionEnabled.Value && _dismantleBlueprintSelectionKey.keyValue)
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if (ShortcutKeysForBlueprintCopyEnabled.Value)
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{
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if (_dismantleBlueprintSelectionKey.keyValue)
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Functions.FactoryFunctions.DismantleBlueprintSelectedBuildings();
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if (_selectAllBuildingsInBlueprintCopyKey.keyValue)
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Functions.FactoryFunctions.SelectAllBuildingsInBlueprintCopy();
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}
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}
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public static void Export(BinaryWriter w)
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@@ -466,10 +466,11 @@ public static class LogisticsPatch
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private class AllowOverflowInLogistics : PatchImpl<AllowOverflowInLogistics>
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{
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private static bool _bludprintPasting;
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private static bool _blueprintPasting;
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// Do not check for overflow when try to send hand items into storages
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[HarmonyTranspiler]
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[HarmonyPatch(typeof(UIControlPanelStationStorage), nameof(UIControlPanelStationStorage.OnItemIconMouseDown))]
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[HarmonyPatch(typeof(UIStationStorage), nameof(UIStationStorage.OnItemIconMouseDown))]
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private static IEnumerable<CodeInstruction> UIStationStorage_OnItemIconMouseDown_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
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{
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@@ -516,7 +517,7 @@ public static class LogisticsPatch
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var oldLabels = matcher.Labels;
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matcher.Labels = [];
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matcher.InsertAndAdvance(
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new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(AllowOverflowInLogistics), nameof(_bludprintPasting))).WithLabels(oldLabels),
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new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(AllowOverflowInLogistics), nameof(_blueprintPasting))).WithLabels(oldLabels),
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new CodeInstruction(OpCodes.Brfalse, label)
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);
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matcher.Advance(9).Labels.Add(label);
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@@ -527,14 +528,14 @@ public static class LogisticsPatch
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[HarmonyPatch(typeof(BuildTool_BlueprintPaste), nameof(BuildTool_BlueprintPaste.CreatePrebuilds))]
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private static void BuildTool_BlueprintPaste_CreatePrebuilds_Prefix()
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{
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_bludprintPasting = true;
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_blueprintPasting = true;
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(BuildTool_BlueprintPaste), nameof(BuildTool_BlueprintPaste.CreatePrebuilds))]
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private static void BuildTool_BlueprintPaste_CreatePrebuilds_Postfix()
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{
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_bludprintPasting = false;
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_blueprintPasting = false;
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}
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}
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@@ -121,7 +121,8 @@ public static class UIConfigWindow
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I18N.Add("Extra buffer count for Self-evolution Labs", "Extra buffer count for Self-evolution Labs", "自演化研究站矩阵额外缓冲数量");
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I18N.Add("Buffer count for researching in labs", "Buffer count for researching in labs", "研究站科研模式缓存数量");
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I18N.Add("Ray Receiver Graviton Lens buffer count", "Ray Receiver Graviton Lens buffer count", "射线接收器透镜缓冲数量");
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I18N.Add("Dismantle blueprint selected buildings", "Dismantle blueprint selected buildings", "拆除蓝图选中的建筑");
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I18N.Add("Shortcut keys for Blueprint Copy mode", "Shortcut keys for Blueprint Copy mode", "蓝图复制模式快捷键");
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I18N.Add("Shortcut keys for Blueprint Copy mode tips", "You can set 2 shortcut keys in Settings panel:\n 1. Select all buildings\n 2. Dismantle selected buildings", "你可以在设置面板中设置2个快捷键:\n 1. 选择所有建筑\n 2. 拆除选中的建筑");
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I18N.Add("Shortcut keys for showing stars' name", "Shortcut keys for showing stars' name", "启用显示所有星系名称的快捷键");
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I18N.Add("Auto navigation on sailings", "Auto navigation on sailings", "宇宙航行时自动导航");
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I18N.Add("Enable auto-cruise", "Enable auto-cruise", "启用自动巡航");
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@@ -406,7 +407,8 @@ public static class UIConfigWindow
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.DoNotRenderEntitiesEnabled, "Do not render factory entities");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.DismantleBlueprintSelectionEnabled, "Dismantle blueprint selected buildings");
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab2, FactoryPatch.ShortcutKeysForBlueprintCopyEnabled, "Shortcut keys for Blueprint Copy mode");
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wnd.AddTipsButton2(x + checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab2, "Shortcut keys for Blueprint Copy mode", "Shortcut keys for Blueprint Copy mode tips", "shortcut-keys-for-blueprint-copy-mode-tips");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.BeltSignalsForBuyOutEnabled, "Belt signals for buy out dark fog items automatically");
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@@ -134,7 +134,7 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
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FactoryPatch.LabBufferExtraCountForAdvancedAssemble = Config.Bind("Factory", "LabBufferExtraCountForAdvancedAssemble", 3, new ConfigDescription("Extra buffer count for Self-evolution Labs", new AcceptableValueRange<int>(1, 10)));
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FactoryPatch.LabBufferMaxCountForResearch = Config.Bind("Factory", "LabBufferMaxCountForResearch", 10, new ConfigDescription("Buffer count for researching in labs", new AcceptableValueRange<int>(2, 20)));
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FactoryPatch.ReceiverBufferCount = Config.Bind("Factory", "ReceiverBufferCount", 1, new ConfigDescription("Ray Receiver Graviton Lens buffer count", new AcceptableValueRange<int>(1, 20)));
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FactoryPatch.DismantleBlueprintSelectionEnabled = Config.Bind("Factory", "DismantleBlueprintSelection", false,
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FactoryPatch.ShortcutKeysForBlueprintCopyEnabled = Config.Bind("Factory", "DismantleBlueprintSelection", false,
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"Dismantle blueprint selected buildings");
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LogisticsPatch.AutoConfigLogisticsEnabled = Config.Bind("Factory", "AutoConfigLogistics", false,
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"Auto-config logistic stations");
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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>1.3.5</Version>
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<Version>1.3.6</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": "1.3.5",
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"version_number": "1.3.6",
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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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