using UnityEngine; using UXAssist.UI; using UXAssist.Common; namespace UXAssist; public static class UIConfigWindow { private static RectTransform _windowTrans; private static RectTransform _dysonTab; private static readonly UIButton[] DysonLayerBtn = new UIButton[10]; public static void Init() { I18N.Add("UXAssist", "UXAssist", "UX助手"); I18N.Add("General", "General", "常规"); I18N.Add("Planet/Factory", "Planet/Factory", "行星/工厂"); I18N.Add("Dyson Sphere", "Dyson Sphere", "戴森球"); I18N.Add("Enable game window resize", "Enable game window resize (maximum box and thick frame)", "可调整游戏窗口大小(可最大化和拖动边框)"); I18N.Add("Remeber window position and size on last exit", "Remeber window position and size on last exit", "记住上次退出时的窗口位置和大小"); I18N.Add("Convert old saves to Combat Mode on loading", "Convert old saves to Combat Mode on loading (Use settings in new game panel)", "读取旧档时转为战斗模式(使用新游戏面板的战斗难度设置)"); I18N.Add("Unlimited interactive range", "Unlimited interactive range", "无限交互距离"); I18N.Add("Night Light", "Sunlight at night", "夜间日光灯"); I18N.Add("Remove some build conditions", "Remove some build conditions", "移除部分不影响游戏逻辑的建造条件"); I18N.Add("Remove build range limit", "Remove build count and range limit", "移除建造数量和距离限制"); I18N.Add("Larger area for upgrade and dismantle", "Larger area for upgrade and dismantle", "范围升级和拆除的最大区域扩大"); I18N.Add("Larger area for terraform", "Larger area for terraform", "范围铺设地基的最大区域扩大"); I18N.Add("Off-grid building and stepped rotation", "Off-grid building and stepped rotation (Hold Shift)", "脱离网格建造以及小角度旋转(按住Shift)"); I18N.Add("Enable player actions in globe view", "Enable player actions in globe view", "在行星视图中允许玩家操作"); I18N.Add("Enhanced count control for hand-make", "Enhanced count control for hand-make", "手动制造物品的数量控制改进"); I18N.Add("Enhanced count control for hand-make tips", "Maximum count is increased to 1000.\nHold Ctrl/Shift/Alt to change the count rapidly.", "最大数量提升至1000\n按住Ctrl/Shift/Alt可快速改变数量"); I18N.Add("Initialize This Planet", "Initialize this planet", "初始化本行星"); I18N.Add("Initialize This Planet Confirm", "This operation will destroy all buildings and revert terrains on this planet, are you sure?", "此操作将会摧毁本行星上的所有建筑并恢复地形,确定吗?"); I18N.Add("Dismantle All Buildings", "Dismantle all buildings", "拆除所有建筑"); I18N.Add("Dismantle All Buildings Confirm", "This operation will dismantle all buildings on this planet, are you sure?", "此操作将会拆除本行星上的所有建筑,确定吗?"); I18N.Add("Quick build Orbital Collectors", "Quick build Orbital Collectors", "快速建造轨道采集器"); I18N.Add("Maximum count to build", "Maximum count to build", "最大建造数量"); I18N.Add("max", "max", "最大"); I18N.Add("Stop ejectors when available nodes are all filled up", "Stop ejectors when available nodes are all filled up", "可用节点全部造完时停止弹射"); I18N.Add("Construct only nodes but frames", "Construct only nodes but frames", "只造节点不造框架"); I18N.Add("Initialize Dyson Sphere", "Initialize Dyson Sphere", "初始化戴森球"); I18N.Add("Initialize Dyson Sphere Confirm", "This operation will destroy all layers on this dyson sphere, are you sure?", "此操作将会摧毁戴森球上的所有层级,确定吗?"); I18N.Add("Click to dismantle selected layer", "Click to dismantle selected layer", "点击拆除对应的戴森壳"); I18N.Add("Dismantle selected layer", "Dismantle selected layer", "拆除选中的戴森壳"); I18N.Add("Dismantle selected layer Confirm", "This operation will dismantle selected layer, are you sure?", "此操作将会拆除选中的戴森壳,确定吗?"); I18N.Apply(); MyConfigWindow.OnUICreated += CreateUI; MyConfigWindow.OnUpdateUI += UpdateUI; } private static void CreateUI(MyConfigWindow wnd, RectTransform trans) { _windowTrans = trans; wnd.AddTabGroup(trans, "UXAssist", "tab-group-uxassist"); var tab1 = wnd.AddTab(trans, "General"); var x = 0f; var y = 10f; MyCheckBox.CreateCheckBox(x, y, tab1, GamePatch.EnableWindowResizeEnabled, "Enable game window resize"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab1, GamePatch.LoadLastWindowRectEnabled, "Remeber window position and size on last exit"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab1, GamePatch.ConvertSavesFromPeaceEnabled, "Convert old saves to Combat Mode on loading"); x += 10f; y = 278f; MyKeyBinder.CreateKeyBinder(x, y, tab1, UXAssist.Hotkey, "Hotkey"); var tab2 = wnd.AddTab(trans, "Planet/Factory"); x = 0f; y = 10f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.UnlimitInteractiveEnabled, "Unlimited interactive range"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.RemoveSomeConditionEnabled, "Remove some build conditions"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.RemoveBuildRangeLimitEnabled, "Remove build range limit"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.NightLightEnabled, "Night Light"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.LargerAreaForUpgradeAndDismantleEnabled, "Larger area for upgrade and dismantle"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.LargerAreaForTerraformEnabled, "Larger area for terraform"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, FactoryPatch.OffGridBuildingEnabled, "Off-grid building and stepped rotation"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, PlanetPatch.PlayerActionsInGlobeViewEnabled, "Enable player actions in globe view"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab2, PlayerPatch.EnhancedMechaForgeCountControlEnabled, "Enhanced count control for hand-make"); x = 240f; y += 6f; MyWindow.AddTipsButton(x, y, tab2, "Enhanced count control for hand-make", "Enhanced count control for hand-make tips", "enhanced-count-control-tips"); x = 400f; y = 10f; wnd.AddButton(x, y, tab2, "Initialize This Planet", 16, "button-init-planet", () => UIMessageBox.Show("Initialize This Planet".Translate(), "Initialize This Planet Confirm".Translate(), "取消".Translate(), "确定".Translate(), 2, null, () => { PlanetFunctions.RecreatePlanet(true); }) ); y += 36f; wnd.AddButton(x, y, tab2, "Dismantle All Buildings", 16, "button-dismantle-all", () => UIMessageBox.Show("Dismantle All Buildings".Translate(), "Dismantle All Buildings Confirm".Translate(), "取消".Translate(), "确定".Translate(), 2, null, () => { PlanetFunctions.DismantleAll(false); }) ); y += 72f; wnd.AddButton(x, y, 200, tab2, "Quick build Orbital Collectors", 16, "button-init-planet", PlanetFunctions.BuildOrbitalCollectors); x += 10f; y += 30f; MyWindow.AddText(x, y, tab2, "Maximum count to build", 16, "text-oc-build-count"); y += 26f; var sl0 = MySlider.CreateSlider(x, y, tab2, PlanetFunctions.OrbitalCollectorMaxBuildCount.Value, 0f, 40f, "G", 200f); if (PlanetFunctions.OrbitalCollectorMaxBuildCount.Value == 0) { sl0.SetLabelText("max".Translate()); } sl0.OnValueChanged += () => { PlanetFunctions.OrbitalCollectorMaxBuildCount.Value = Mathf.RoundToInt(sl0.Value); if (PlanetFunctions.OrbitalCollectorMaxBuildCount.Value == 0) { sl0.SetLabelText("max".Translate()); } }; var tab3 = wnd.AddTab(trans, "Dyson Sphere"); x = 0f; y = 10f; MyCheckBox.CreateCheckBox(x, y, tab3, DysonSpherePatch.StopEjectOnNodeCompleteEnabled, "Stop ejectors when available nodes are all filled up"); y += 36f; MyCheckBox.CreateCheckBox(x, y, tab3, DysonSpherePatch.OnlyConstructNodesEnabled, "Construct only nodes but frames"); x = 400f; y = 10f; wnd.AddButton(x, y, tab3, "Initialize Dyson Sphere", 16, "init-dyson-sphere", () => UIMessageBox.Show("Initialize Dyson Sphere".Translate(), "Initialize Dyson Sphere Confirm".Translate(), "取消".Translate(), "确定".Translate(), 2, null, () => { DysonSpherePatch.InitCurrentDysonSphere(-1); }) ); y += 36f; MyWindow.AddText(x, y, tab3, "Click to dismantle selected layer", 16, "text-dismantle-layer"); y += 26f; for (var i = 0; i < 10; i++) { var id = i + 1; var btn = wnd.AddFlatButton(x, y, tab3, id.ToString(), 12, "dismantle-layer-" + id, () => UIMessageBox.Show("Dismantle selected layer".Translate(), "Dismantle selected layer Confirm".Translate(), "取消".Translate(), "确定".Translate(), 2, null, () => { DysonSpherePatch.InitCurrentDysonSphere(id); }) ); ((RectTransform)btn.transform).sizeDelta = new Vector2(40f, 20f); DysonLayerBtn[i] = btn; if (i == 4) { x -= 160f; y += 20f; } else { x += 40f; } } _dysonTab = tab3; } private static void UpdateUI() { UpdateDysonShells(); } private static void UpdateDysonShells() { if (!_dysonTab.gameObject.activeSelf) return; var star = GameMain.localStar; if (star != null) { var dysonSpheres = GameMain.data?.dysonSpheres; if (dysonSpheres?[star.index] != null) { var ds = dysonSpheres[star.index]; for (var i = 1; i <= 10; i++) { var layer = ds.layersIdBased[i]; DysonLayerBtn[i - 1].button.interactable = layer != null && layer.id == i; } return; } } for (var i = 0; i < 10; i++) { DysonLayerBtn[i].button.interactable = false; } } }