mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-08 22:53:33 +08:00
474 lines
31 KiB
C#
474 lines
31 KiB
C#
using System;
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using UnityEngine;
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using UXAssist.Common;
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using UXAssist.Functions;
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using UXAssist.ModsCompat;
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using UXAssist.Patches;
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using UXAssist.UI;
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namespace UXAssist;
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public static class UIConfigWindow
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{
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private static RectTransform _windowTrans;
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private static RectTransform _dysonTab;
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private static UIButton _dysonInitBtn;
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private static readonly UIButton[] DysonLayerBtn = new UIButton[10];
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public static void Init()
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{
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I18N.Add("UXAssist", "UXAssist", "UX助手");
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I18N.Add("General", "General", "常规");
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I18N.Add("Planet/Factory", "Planet/Factory", "行星/工厂");
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I18N.Add("Player/Mecha", "Player/Mecha", "玩家/机甲");
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I18N.Add("Dyson Sphere", "Dyson Sphere", "戴森球");
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I18N.Add("Tech/Combat", "Tech/Combat", "科研/战斗");
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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)");
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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");
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I18N.Add("Scale up mouse cursor", "Scale up mouse cursor", "放大鼠标指针");
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/*
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I18N.Add("Better auto-save mechanism", "Better auto-save mechanism", "更好的自动存档机制");
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I18N.Add("Better auto-save mechanism tips", "Auto saves are stored in 'Save\\AutoSaves' folder, filenames are combined with cluster address and date-time", "自动存档会以星区地址和日期时间组合为文件名存储在'Save\\AutoSaves'文件夹中");
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*/
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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)");
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I18N.Add("Profile-based save folder", "Mod manager profile based save folder", "基于mod管理器配置档案名的存档文件夹");
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I18N.Add("Profile-based save folder tips", "Save files are stored in 'Save\\<ProfileName>' folder.\nWill use original save location if matching default profile name",
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"存档文件会存储在'Save\\<ProfileName>'文件夹中\n如果匹配默认配置档案名则使用原始存档位置");
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I18N.Add("Profile-based option", "Mod manager profile based option", "基于mod管理器配置档案名的选项设置");
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I18N.Add("Profile-based option tips", "Options are stored in 'Option\\<ProfileName>.xml'.\nWill use original location if matching default profile name",
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"配置选项会存储在'Option\\<ProfileName>.xml'里\n如果匹配默认配置档案名则使用原始位置");
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I18N.Add("Default profile name", "Default profile name", "默认配置档案名");
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I18N.Add("Logical Frame Rate", "Logical Frame Rate", "逻辑帧倍率");
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I18N.Add("Reset", "Reset", "重置");
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I18N.Add("Process priority", "Process priority", "进程优先级");
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I18N.Add("High", "High", "高");
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I18N.Add("Above Normal", "Above Normal", "高于正常");
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I18N.Add("Normal", "Normal", "正常");
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I18N.Add("Below Normal", "Below Normal", "低于正常");
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I18N.Add("Idle", "Idle", "空闲");
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I18N.Add("Enabled CPUs", "Enabled CPU Threads", "使用CPU线程");
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I18N.Add("All CPUs", "All CPUs", "所有CPU");
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I18N.Add("First {0} CPUs", "First {0} CPUs", "前{0}个CPU");
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I18N.Add("First 8 CPUs", "First 8 CPUs", "前8个CPU");
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I18N.Add("First CPU only", "First CPU only", "仅第一个CPU");
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I18N.Add("All P-Cores", "All P-Cores", "所有性能(P)核心");
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I18N.Add("All E-Cores", "All E-Cores", "所有能效(E)核心");
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I18N.Add("CPU Info", "CPU Info", "CPU信息");
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I18N.Add("Unlimited interactive range", "Unlimited interactive range", "无限交互距离");
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I18N.Add("Night Light", "Sunlight at night", "夜间日光灯");
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I18N.Add("Angle X:", "Angle X:", "入射角度X:");
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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");
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I18N.Add("Remove build range limit", "Remove build count and range limit", "移除建造数量和距离限制");
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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");
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I18N.Add("Larger area for terraform", "Larger area for terraform", "范围铺设地基的最大区域扩大");
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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)");
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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");
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I18N.Add("Hide tips for soil piles changes", "Hide tips for soil piles changes", "隐藏沙土数量变动的提示");
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I18N.Add("Enhance control for logistic storage limits", "Enhance control for logistic storage limits", "物流塔存储限制控制改进");
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I18N.Add("Enhance control for logistic storage limits tips",
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"Logistic storage limits are not scaled on upgrading 'Logistics Carrier Capacity', if they are not set to maximum capacity.\nUse arrow keys to adjust logistic storage limits:\n \u2190/\u2192: -/+10 \u2193\u2191: -/+100",
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"当升级'运输机舱扩容'时,不会对各种物流塔的存储限制按比例提升,除非设置为最大允许容量。\n你可以使用方向键微调物流塔存储限制:\n \u2190\u2192: -/+10 \u2193\u2191: -/+100");
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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");
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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");
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I18N.Add("Quick build and dismantle stacking labs", "Quick build and dismantle stacking labs/storages/tanks(hold shift)", "快速建造和拆除堆叠研究站/储物仓/储液罐(按住shift)");
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I18N.Add("Fast fill in to and take out from tanks", "Fast fill in to and take out from tanks", "储液罐快速注入和抽取液体");
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I18N.Add("Speed Ratio", "Speed Ratio", "速度倍率");
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I18N.Add("Cut conveyor belt (with shortcut key)", "Cut conveyor belt (with shortcut key)", "切割传送带(使用快捷键)");
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I18N.Add("Protect veins from exhaustion", "Protect veins from exhaustion", "保护矿脉不会耗尽");
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I18N.Add("Protect veins from exhaustion tips",
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"By default, the vein amount is protected at 100, and oil speed is protected at 1.0/s, you can set them yourself in config file.\nWhen reach the protection value, veins/oils steeps will not be mined/extracted any longer.\nClose this function to resume mining and pumping, usually when you have enough level on `Veins Utilization`",
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"默认矿脉数量保护于剩余100,采油速保护于速度1.0/s,你可以在配置文件中自行设置。\n当达到保护值时,矿脉和油井将不再被开采。\n关闭此功能以恢复开采,一般是当你在`矿物利用`上有足够的等级时。\n");
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I18N.Add("Do not render factory entities", "Do not render factory entities (except belts and sorters)", "不渲染工厂建筑实体(除了传送带和分拣器)");
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I18N.Add("Drag building power poles in maximum connection range", "Drag building power poles in maximum connection range", "拖动建造电线杆时自动使用最大连接距离间隔");
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I18N.Add("Build Tesla Tower and Wireless Power Tower alternately", "Build Tesla Tower and Wireless Power Tower alternately", "交替建造电力感应塔和无线输电塔");
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I18N.Add("Allow overflow for Logistic Stations and Advanced Mining Machines", "Allow overflow for Logistic Stations and Advanced Mining Machines", "允许物流站和大型采矿机物品溢出");
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I18N.Add("Belt signals for buy out dark fog items automatically", "Belt signals for buy out dark fog items automatically", "用于自动购买黑雾物品的传送带信号");
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I18N.Add("Logistics Control Panel Improvement", "Logistics Control Panel Improvement", "物流控制面板改进");
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I18N.Add("Logistics Control Panel Improvement tips",
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"Auto apply filter with item under mouse cursor while opening the panel\nQuick-set item filter while right-clicking item icons in storage list on the panel",
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"打开面板时自动将鼠标指向物品设为筛选条件\n在控制面板物流塔列表中右键点击物品图标快速设置为筛选条件");
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I18N.Add("Real-time logistic stations info panel", "Real-time logistic stations info panel", "物流运输站实时信息面板");
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I18N.Add("Show status bars for storage items", "Show status bars for storage items", "显示存储物品状态条");
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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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I18N.Add("Auto boost", "Auto boost", "自动加速");
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I18N.Add("Distance to use warp", "Distance to use warp (AU)", "使用曲速的距离(AU)");
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I18N.Add("Treat stack items as single in monitor components", "Treat stack items as single in monitor components", "在流速计中将堆叠物品视为单个物品");
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I18N.Add("Initialize This Planet", "Initialize this planet", "初始化本行星");
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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?");
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I18N.Add("Dismantle All Buildings", "Dismantle all buildings", "拆除所有建筑");
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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?");
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I18N.Add("Quick build Orbital Collectors", "Quick build Orbital Collectors", "快速建造轨道采集器");
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I18N.Add("Maximum count to build", "Maximum count to build", "最大建造数量");
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I18N.Add("max", "max", "最大");
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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");
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I18N.Add("Construct only structure points but frames", "Construct only structure points but frames", "只造节点不造框架");
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I18N.Add("Initialize Dyson Sphere", "Initialize Dyson Sphere", "初始化戴森球");
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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?");
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I18N.Add("Click to dismantle selected layer", "Click to dismantle selected layer", "点击拆除对应的戴森壳");
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I18N.Add("Dismantle selected layer", "Dismantle selected layer", "拆除选中的戴森壳");
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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?");
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I18N.Add("Auto Fast Build Speed Multiplier", "Auto Fast Build Speed Multiplier", "自动快速建造速度倍率");
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I18N.Add("Restore upgrades of \"Sorter Cargo Stacking\" on panel", "Restore upgrades of \"Sorter Cargo Stacking\" on panel", "在升级面板上恢复\"分拣器货物叠加\"的升级");
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I18N.Add("Buy out techs with their prerequisites", "Buy out techs with their prerequisites", "购买科技也同时购买所有前置科技");
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I18N.Add("Set \"Sorter Cargo Stacking\" to unresearched state", "Set \"Sorter Cargo Stacking\" to unresearched state", "将\"分拣器货物叠加\"设为未研究状态");
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I18N.Add("Open Dark Fog Communicator", "Open Dark Fog Communicator", "打开黑雾通讯器");
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I18N.Apply();
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MyConfigWindow.OnUICreated += CreateUI;
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MyConfigWindow.OnUpdateUI += UpdateUI;
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}
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private class OcMapper : MyWindow.ValueMapper<int>
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{
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public override int Min => 0;
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public override int Max => 40;
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public override string FormatValue(string format, int value)
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{
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return value == 0 ? "max".Translate() : base.FormatValue(format, value);
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}
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}
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private class AngleMapper : MyWindow.ValueMapper<float>
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{
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public override int Min => 0;
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public override int Max => 20;
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public override float IndexToValue(int index) => index - 10f;
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public override int ValueToIndex(float value) => Mathf.RoundToInt(value + 10f);
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}
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private class DistanceMapper : MyWindow.ValueMapper<double>
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{
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public override int Min => 1;
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public override int Max => 40;
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public override double IndexToValue(int index) => index * 0.5;
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public override int ValueToIndex(double value) => Mathf.RoundToInt((float)(value * 2.0));
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}
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private class UpsMapper : MyWindow.ValueMapper<double>
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{
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public override int Min => 1;
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public override int Max => 100;
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public override double IndexToValue(int index) => index * 0.1;
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public override int ValueToIndex(double value) => Mathf.RoundToInt((float)(value * 10.0));
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}
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private static void CreateUI(MyConfigWindow wnd, RectTransform trans)
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{
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_windowTrans = trans;
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wnd.AddTabGroup(trans, "UXAssist", "tab-group-uxassist");
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var tab1 = wnd.AddTab(trans, "General");
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var x = 0f;
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var y = 10f;
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wnd.AddCheckBox(x, y, tab1, GamePatch.EnableWindowResizeEnabled, "Enable game window resize");
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y += 36f;
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wnd.AddCheckBox(x, y, tab1, GamePatch.LoadLastWindowRectEnabled, "Remeber window position and size on last exit");
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y += 36f;
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var txt = wnd.AddText2(x + 2f, y, tab1, "Scale up mouse cursor", 15, "text-scale-up-mouse-cursor");
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wnd.AddSlider(x + txt.preferredWidth + 7f, y + 6f, tab1, GamePatch.MouseCursorScaleUpMultiplier, [1, 2, 3, 4], "0x", 100f);
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/*
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y += 30f;
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wnd.AddCheckBox(x, y, tab1, GamePatch.AutoSaveOptEnabled, "Better auto-save mechanism");
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x = 200f;
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y += 6f;
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wnd.AddTipsButton2(x, y, tab1, "Better auto-save mechanism", "Better auto-save mechanism tips", "auto-save-opt-tips");
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x = 0f;
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*/
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y += 36f;
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wnd.AddCheckBox(x, y, tab1, GamePatch.ConvertSavesFromPeaceEnabled, "Convert old saves to Combat Mode on loading");
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MyCheckBox checkBoxForMeasureTextWidth;
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if (WindowFunctions.ProfileName != null)
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{
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y += 36f;
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab1, GamePatch.ProfileBasedSaveFolderEnabled, "Profile-based save folder");
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wnd.AddTipsButton2(checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab1, "Profile-based save folder", "Profile-based save folder tips", "btn-profile-based-save-folder-tips");
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y += 36f;
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab1, GamePatch.ProfileBasedOptionEnabled, "Profile-based option");
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wnd.AddTipsButton2(checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab1, "Profile-based option", "Profile-based option tips", "btn-profile-based-option-tips");
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y += 36f;
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wnd.AddText2(x + 2f, y, tab1, "Default profile name", 15, "text-default-profile-name");
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y += 24f;
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wnd.AddInputField(x + 2f, y, 200f, tab1, GamePatch.DefaultProfileName, 15, "input-profile-save-folder");
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y += 18f;
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}
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if (!BulletTimeWrapper.HasBulletTime)
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{
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y += 36f;
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txt = wnd.AddText2(x + 2f, y, tab1, "Logical Frame Rate", 15, "game-frame-rate");
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x += txt.preferredWidth + 7f;
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wnd.AddSlider(x, y + 6f, tab1, GamePatch.GameUpsFactor, new UpsMapper(), "0.0x", 100f).WithSmallerHandle();
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var btn = wnd.AddFlatButton(x + 104f, y + 6f, tab1, "Reset", 13, "reset-game-frame-rate", () => GamePatch.GameUpsFactor.Value = 1.0f);
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((RectTransform)btn.transform).sizeDelta = new Vector2(40f, 20f);
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x = 0f;
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}
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y += 36f;
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wnd.AddComboBox(x + 2f, y, tab1, "Process priority").WithItems("High", "Above Normal", "Normal", "Below Normal", "Idle").WithSize(100f, 0f).WithConfigEntry(WindowFunctions.ProcessPriority);
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var details = WindowFunctions.ProcessorDetails;
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string[] affinities;
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if (details.HybridArchitecture)
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{
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affinities = new string[5];
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affinities[3] = "All P-Cores";
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affinities[4] = "All E-Cores";
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}
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else
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{
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affinities = new string[3];
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}
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affinities[0] = "All CPUs";
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affinities[1] = string.Format("First {0} CPUs".Translate(), details.ThreadCount / 2);
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affinities[2] = details.ThreadCount > 16 ? "First 8 CPUs" : "First CPU only";
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y += 36f;
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wnd.AddComboBox(x + 2f, y, tab1, "Enabled CPUs").WithItems(affinities).WithSize(200f, 0f).WithConfigEntry(WindowFunctions.ProcessAffinity);
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y += 36f;
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((RectTransform)wnd.AddButton(x, y, tab1, "CPU Info", 16, "button-show-cpu-info", WindowFunctions.ShowCPUInfo).transform).sizeDelta = new Vector2(100f, 25f);
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var tab2 = wnd.AddTab(trans, "Planet/Factory");
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x = 0f;
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y = 10f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.RemoveSomeConditionEnabled, "Remove some build conditions");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.RemoveBuildRangeLimitEnabled, "Remove build range limit");
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y += 36f;
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab2, FactoryPatch.NightLightEnabled, "Night Light");
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x += checkBoxForMeasureTextWidth.Width + 5f + 10f;
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txt = wnd.AddText2(x, y + 2f, tab2, "Angle X:", 13, "text-nightlight-angle-x");
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x += txt.preferredWidth + 5f;
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wnd.AddSlider(x, y + 7f, tab2, FactoryPatch.NightLightAngleX, new AngleMapper(), "0", 60f).WithSmallerHandle();
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x += 70f;
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txt = wnd.AddText2(x, y + 2f, tab2, "Y:", 13, "text-nightlight-angle-y");
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wnd.AddSlider(x + txt.preferredWidth + 5f, y + 7f, tab2, FactoryPatch.NightLightAngleY, new AngleMapper(), "0", 60f).WithSmallerHandle();
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x = 0;
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.LargerAreaForUpgradeAndDismantleEnabled, "Larger area for upgrade and dismantle");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.LargerAreaForTerraformEnabled, "Larger area for terraform");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.OffGridBuildingEnabled, "Off-grid building and stepped rotation");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.CutConveyorBeltEnabled, "Cut conveyor belt (with shortcut key)");
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y += 36f;
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checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab2, FactoryPatch.TreatStackingAsSingleEnabled, "Treat stack items as single in monitor components");
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.QuickBuildAndDismantleLabsEnabled, "Quick build and dismantle stacking labs");
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y += 36f;
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var cb = wnd.AddCheckBox(x, y, tab2, FactoryPatch.TankFastFillInAndTakeOutEnabled, "Fast fill in to and take out from tanks");
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x += cb.Width + 5f;
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txt = wnd.AddText2(x, y + 2f, tab2, "Speed Ratio", 13, "text-tank-fast-fill-speed-ratio");
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var tankSlider = wnd.AddSlider(x + txt.preferredWidth + 5f, y + 7f, tab2, FactoryPatch.TankFastFillInAndTakeOutMultiplier, [2, 5, 10, 20, 50, 100, 500, 1000], "G", 100f).WithSmallerHandle();
|
||
EventHandler tankSettingChanged = (_, _) =>
|
||
{
|
||
tankSlider.SetEnable(FactoryPatch.TankFastFillInAndTakeOutEnabled.Value);
|
||
};
|
||
FactoryPatch.TankFastFillInAndTakeOutEnabled.SettingChanged += tankSettingChanged;
|
||
wnd.OnFree += () => { FactoryPatch.TankFastFillInAndTakeOutEnabled.SettingChanged -= tankSettingChanged; };
|
||
tankSettingChanged(null, null);
|
||
|
||
x = 0;
|
||
y += 36f;
|
||
checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab2, FactoryPatch.ProtectVeinsFromExhaustionEnabled, "Protect veins from exhaustion");
|
||
wnd.AddTipsButton2(x + checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab2, "Protect veins from exhaustion", "Protect veins from exhaustion tips", "protect-veins-tips");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab2, FactoryPatch.DragBuildPowerPolesEnabled, "Drag building power poles in maximum connection range");
|
||
y += 36f;
|
||
var alternatelyCheckBox = wnd.AddCheckBox(x + 20f, y, tab2, FactoryPatch.DragBuildPowerPolesAlternatelyEnabled, "Build Tesla Tower and Wireless Power Tower alternately", 13);
|
||
EventHandler alternatelyCheckBoxChanged = (_, _) => { alternatelyCheckBox.SetEnable(FactoryPatch.DragBuildPowerPolesEnabled.Value); };
|
||
FactoryPatch.DragBuildPowerPolesEnabled.SettingChanged += alternatelyCheckBoxChanged;
|
||
wnd.OnFree += () => { FactoryPatch.DragBuildPowerPolesEnabled.SettingChanged -= alternatelyCheckBoxChanged; };
|
||
alternatelyCheckBoxChanged(null, null);
|
||
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab2, FactoryPatch.DoNotRenderEntitiesEnabled, "Do not render factory entities");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab2, FactoryPatch.BeltSignalsForBuyOutEnabled, "Belt signals for buy out dark fog items automatically");
|
||
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);
|
||
y += 30f;
|
||
wnd.AddText2(x + 10f, y, tab2, "Maximum count to build", 15, "text-oc-build-count");
|
||
y += 24f;
|
||
wnd.AddSlider(x + 10f, y, tab2, PlanetFunctions.OrbitalCollectorMaxBuildCount, new OcMapper(), "G", 200f);
|
||
x = 400f;
|
||
y += 54f;
|
||
checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab2, LogisticsPatch.LogisticsCapacityTweaksEnabled, "Enhance control for logistic storage limits");
|
||
wnd.AddTipsButton2(x + checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab2, "Enhance control for logistic storage limits", "Enhance control for logistic storage limits tips", "enhanced-logistic-limit-tips");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab2, LogisticsPatch.AllowOverflowInLogisticsEnabled, "Allow overflow for Logistic Stations and Advanced Mining Machines");
|
||
y += 36f;
|
||
checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab2, LogisticsPatch.LogisticsConstrolPanelImprovementEnabled, "Logistics Control Panel Improvement");
|
||
wnd.AddTipsButton2(x + checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab2, "Logistics Control Panel Improvement", "Logistics Control Panel Improvement tips", "lcp-improvement-tips");
|
||
y += 36f;
|
||
var cb0 = wnd.AddCheckBox(x, y, tab2, LogisticsPatch.RealtimeLogisticsInfoPanelEnabled, "Real-time logistic stations info panel");
|
||
y += 36f;
|
||
var cb1 = wnd.AddCheckBox(x + 20f, y, tab2, LogisticsPatch.RealtimeLogisticsInfoPanelBarsEnabled, "Show status bars for storage items", 13);
|
||
EventHandler anySettingsChanged = (_, _) =>
|
||
{
|
||
if (AuxilaryfunctionWrapper.ShowStationInfo == null)
|
||
{
|
||
cb0.SetEnable(true);
|
||
cb1.SetEnable(LogisticsPatch.RealtimeLogisticsInfoPanelEnabled.Value);
|
||
return;
|
||
}
|
||
|
||
var on = !AuxilaryfunctionWrapper.ShowStationInfo.Value;
|
||
cb0.SetEnable(on);
|
||
cb1.SetEnable(on & LogisticsPatch.RealtimeLogisticsInfoPanelEnabled.Value);
|
||
if (!on)
|
||
{
|
||
LogisticsPatch.RealtimeLogisticsInfoPanelEnabled.Value = false;
|
||
}
|
||
};
|
||
if (AuxilaryfunctionWrapper.ShowStationInfo != null)
|
||
{
|
||
AuxilaryfunctionWrapper.ShowStationInfo.SettingChanged += anySettingsChanged;
|
||
wnd.OnFree += () => { AuxilaryfunctionWrapper.ShowStationInfo.SettingChanged -= anySettingsChanged; };
|
||
}
|
||
LogisticsPatch.RealtimeLogisticsInfoPanelEnabled.SettingChanged += anySettingsChanged;
|
||
wnd.OnFree += () => { LogisticsPatch.RealtimeLogisticsInfoPanelEnabled.SettingChanged -= anySettingsChanged; };
|
||
anySettingsChanged(null, null);
|
||
|
||
var tab3 = wnd.AddTab(trans, "Player/Mecha");
|
||
x = 0f;
|
||
y = 10f;
|
||
wnd.AddCheckBox(x, y, tab3, FactoryPatch.UnlimitInteractiveEnabled, "Unlimited interactive range");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab3, PlanetPatch.PlayerActionsInGlobeViewEnabled, "Enable player actions in globe view");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab3, PlayerPatch.HideTipsForSandsChangesEnabled, "Hide tips for soil piles changes");
|
||
y += 36f;
|
||
checkBoxForMeasureTextWidth = wnd.AddCheckBox(x, y, tab3, PlayerPatch.EnhancedMechaForgeCountControlEnabled, "Enhanced count control for hand-make");
|
||
wnd.AddTipsButton2(x + checkBoxForMeasureTextWidth.Width + 5f, y + 6f, tab3, "Enhanced count control for hand-make", "Enhanced count control for hand-make tips", "enhanced-count-control-tips");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab3, PlayerPatch.AutoNavigationEnabled, "Auto navigation on sailings");
|
||
y += 26f;
|
||
var navcb1 = wnd.AddCheckBox(x + 20f, y, tab3, PlayerPatch.AutoCruiseEnabled, "Enable auto-cruise", 13);
|
||
y += 26f;
|
||
var navcb2 = wnd.AddCheckBox(x + 20f, y, tab3, PlayerPatch.AutoBoostEnabled, "Auto boost", 13);
|
||
y += 32f;
|
||
txt = wnd.AddText2(x + 20f, y, tab3, "Distance to use warp", 15, "text-distance-to-warp");
|
||
var navSlider = wnd.AddSlider(x + 20f + txt.preferredWidth + 5f, y + 6f, tab3, PlayerPatch.DistanceToWarp, new DistanceMapper(), "0.0", 100f);
|
||
EventHandler navSettingChanged = (_, _) =>
|
||
{
|
||
navcb1.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||
navcb2.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||
navSlider.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||
};
|
||
PlayerPatch.AutoNavigationEnabled.SettingChanged += navSettingChanged;
|
||
wnd.OnFree += () => { PlayerPatch.AutoNavigationEnabled.SettingChanged -= navSettingChanged; };
|
||
navSettingChanged(null, null);
|
||
|
||
var tab4 = wnd.AddTab(trans, "Dyson Sphere");
|
||
x = 0f;
|
||
y = 10f;
|
||
wnd.AddCheckBox(x, y, tab4, DysonSpherePatch.StopEjectOnNodeCompleteEnabled, "Stop ejectors when available nodes are all filled up");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab4, DysonSpherePatch.OnlyConstructNodesEnabled, "Construct only structure points but frames");
|
||
x = 400f;
|
||
y = 10f;
|
||
_dysonInitBtn = wnd.AddButton(x, y, tab4, "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,
|
||
() => { DysonSphereFunctions.InitCurrentDysonLayer(null, -1); })
|
||
);
|
||
y += 36f;
|
||
wnd.AddText2(x, y, tab4, "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, tab4, id.ToString(), 12, "dismantle-layer-" + id, () =>
|
||
{
|
||
var star = DysonSphereFunctions.CurrentStarForDysonSystem();
|
||
UIMessageBox.Show("Dismantle selected layer".Translate(), "Dismantle selected layer Confirm".Translate(), "取消".Translate(), "确定".Translate(), 2, null,
|
||
() => { DysonSphereFunctions.InitCurrentDysonLayer(star, id); });
|
||
}
|
||
);
|
||
((RectTransform)btn.transform).sizeDelta = new Vector2(40f, 20f);
|
||
DysonLayerBtn[i] = btn;
|
||
if (i == 4)
|
||
{
|
||
x -= 160f;
|
||
y += 20f;
|
||
}
|
||
else
|
||
{
|
||
x += 40f;
|
||
}
|
||
}
|
||
|
||
x = 400f;
|
||
y += 36f;
|
||
wnd.AddText2(x, y, tab4, "Auto Fast Build Speed Multiplier", 15, "text-auto-fast-build-multiplier");
|
||
y += 24f;
|
||
wnd.AddSlider(x, y, tab4, DysonSpherePatch.AutoConstructMultiplier, [1, 2, 5, 10, 20, 50, 100], "0", 200f);
|
||
_dysonTab = tab4;
|
||
|
||
var tab5 = wnd.AddTab(_windowTrans, "Tech/Combat");
|
||
x = 10;
|
||
y = 10;
|
||
wnd.AddCheckBox(x, y, tab5, TechPatch.BatchBuyoutTechEnabled, "Buy out techs with their prerequisites");
|
||
y += 36f;
|
||
wnd.AddCheckBox(x, y, tab5, TechPatch.SorterCargoStackingEnabled, "Restore upgrades of \"Sorter Cargo Stacking\" on panel");
|
||
y += 36f;
|
||
wnd.AddButton(x, y, 300f, tab5, "Set \"Sorter Cargo Stacking\" to unresearched state", 16, "button-remove-cargo-stacking", () =>
|
||
{
|
||
var history = GameMain.data?.history;
|
||
if (history == null) return;
|
||
history.inserterStackCountObsolete = 1;
|
||
for (var id = 3301; id <= 3305; id++)
|
||
{
|
||
history.techStates.TryGetValue(id, out var state);
|
||
if (!state.unlocked) continue;
|
||
state.unlocked = false;
|
||
state.hashUploaded = 0;
|
||
history.techStates[id] = state;
|
||
}
|
||
});
|
||
y += 36f;
|
||
y += 36f;
|
||
wnd.AddButton(x, y, 300f, tab5, "Open Dark Fog Communicator", 16, "button-open-df-communicator", () =>
|
||
{
|
||
if (!(GameMain.data?.gameDesc.isCombatMode ?? false)) return;
|
||
var uiGame = UIRoot.instance.uiGame;
|
||
uiGame.ShutPlayerInventory();
|
||
uiGame.CloseEnemyBriefInfo();
|
||
uiGame.OpenCommunicatorWindow(5);
|
||
});
|
||
}
|
||
|
||
private static void UpdateUI()
|
||
{
|
||
UpdateDysonShells();
|
||
}
|
||
|
||
private static void UpdateDysonShells()
|
||
{
|
||
if (!_dysonTab.gameObject.activeSelf) return;
|
||
var star = DysonSphereFunctions.CurrentStarForDysonSystem();
|
||
if (star == null)
|
||
{
|
||
for (var i = 0; i < 10; i++)
|
||
{
|
||
DysonLayerBtn[i].button.interactable = false;
|
||
}
|
||
return;
|
||
}
|
||
var dysonSpheres = GameMain.data?.dysonSpheres;
|
||
if (dysonSpheres?[star.index] == null) return;
|
||
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;
|
||
}
|
||
}
|
||
} |