using UnityEngine; namespace CheatEnabler; public class UIConfigWindow : UI.MyWindowWithTabs { private RectTransform _windowTrans; static UIConfigWindow() { I18N.Add("General", "General", "常规"); I18N.Add("Enable Dev Shortcuts", "Enable Dev Shortcuts", "启用开发模式快捷键"); I18N.Add("Disable Abnormal Checks", "Disable Abnormal Checks", "关闭数据异常检查"); I18N.Add("Planet", "Planet", "行星"); I18N.Add("Infinite Natural Resources", "Infinite Natural Resources", "自然资源采集不消耗"); I18N.Add("Fast Mining", "Fast Mining", "高速采集"); I18N.Add("Pump Anywhere", "Pump Anywhere", "平地抽水"); I18N.Add("Terraform without enought sands", "Terraform without enough sands", "沙土不够时依然可以整改地形"); I18N.Apply(); } public static UIConfigWindow CreateInstance() { return UI.MyWindowManager.CreateWindow("CEConfigWindow", "CheatEnabler Config".Translate()); } public override void _OnCreate() { _windowTrans = GetComponent(); _windowTrans.sizeDelta = new Vector2(640f, 428f); CreateUI(); } private void CreateUI() { // General tab var x = 0f; var y = 10f; var tab1 = AddTab(36f, 0, _windowTrans, "General".Translate()); UI.MyCheckBox.CreateCheckBox(x, y, tab1, DevShortcuts.Enabled, "Enable Dev Shortcuts".Translate()); y += 36f; UI.MyCheckBox.CreateCheckBox(x, y, tab1, AbnormalDisabler.Enabled, "Disable Abnormal Checks".Translate()); // Planet Tab var tab2 = AddTab(136f, 1, _windowTrans, "Planet".Translate()); x = 0f; y = 10f; UI.MyCheckBox.CreateCheckBox(x, y, tab2, ResourcePatch.InfiniteEnabled, "Infinite Natural Resources".Translate()); y += 36f; UI.MyCheckBox.CreateCheckBox(x, y, tab2, ResourcePatch.FastEnabled, "Fast Mining".Translate()); y += 36f; UI.MyCheckBox.CreateCheckBox(x, y, tab2, WaterPumperPatch.Enabled, "Pump Anywhere".Translate()); y += 36f; UI.MyCheckBox.CreateCheckBox(x, y, tab2, WaterPumperPatch.Enabled, "Terraform without enought sands".Translate()); SetCurrentTab(0); } public override void _OnDestroy() { } public override bool _OnInit() { _windowTrans.anchoredPosition = new Vector2(0, 0); return true; } public override void _OnFree() { } public override void _OnOpen() { } public override void _OnClose() { } public override void _OnUpdate() { if (!VFInput.escape || VFInput.inputing) return; VFInput.UseEscape(); _Close(); } }