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mirror of https://github.com/soarqin/DSP_Mods.git synced 2025-12-09 03:33:29 +08:00
Files
DSP_Mods/UXAssist/UIConfigWindow.cs
2023-12-16 17:50:09 +08:00

197 lines
11 KiB
C#

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;
}
}
}