Beispiel #1
0
            public static bool Prefix(Wire __instance, ref StatusItem ___WireCircuitStatus, ref StatusItem ___WireMaxWattageStatus)
            {
                if (___WireCircuitStatus == null)
                {
                    ___WireCircuitStatus = new StatusItem("WireCircuitStatus", "BUILDING", string.Empty, StatusItem.IconType.Info, NotificationType.Neutral, false, OverlayModes.None.ID).SetResolveStringCallback(delegate(string str, object data)
                    {
                        Wire wire2 = (Wire)data;
                        int cell2  = Grid.PosToCell(wire2.transform.GetPosition());
                        CircuitManager circuitManager2 = Game.Instance.circuitManager;
                        ushort circuitID2                   = circuitManager2.GetCircuitID(cell2);
                        float wattsUsedByCircuit            = circuitManager2.GetWattsUsedByCircuit(circuitID2);
                        GameUtil.WattageFormatterUnit unit2 = wire2.MaxWattageRating.GetFormatterUnit();
                        float maxWattageAsFloat2            = Wire.GetMaxWattageAsFloat(wire2.MaxWattageRating);
                        float wattsNeededWhenActive2        = circuitManager2.GetWattsNeededWhenActive(circuitID2);
                        string wireLoadColor                = GameUtil.GetWireLoadColor(wattsUsedByCircuit, maxWattageAsFloat2, wattsNeededWhenActive2);
                        str = str.Replace("{CurrentLoadAndColor}", (wireLoadColor == Color.white.ToHexString()) ? GameUtil.GetFormattedWattage(wattsUsedByCircuit, unit2) : ("<color=#" + wireLoadColor + ">" + GameUtil.GetFormattedWattage(wattsUsedByCircuit, unit2) + "</color>"));
                        str = str.Replace("{MaxLoad}", GameUtil.GetFormattedWattage(maxWattageAsFloat2, unit2));
                        str = str.Replace("{WireType}", __instance.GetProperName());
                        return(str);
                    });
                }
                if (___WireMaxWattageStatus == null)
                {
                    ___WireMaxWattageStatus = new StatusItem("WireMaxWattageStatus", "BUILDING", string.Empty, StatusItem.IconType.Info, NotificationType.Neutral, false, OverlayModes.None.ID).SetResolveStringCallback(delegate(string str, object data)
                    {
                        Wire wire = (Wire)data;
                        GameUtil.WattageFormatterUnit unit = wire.MaxWattageRating.GetFormatterUnit();
                        int cell = Grid.PosToCell(wire.transform.GetPosition());
                        CircuitManager circuitManager = Game.Instance.circuitManager;
                        ushort circuitID            = circuitManager.GetCircuitID(cell);
                        float wattsNeededWhenActive = circuitManager.GetWattsNeededWhenActive(circuitID);
                        float maxWattageAsFloat     = Wire.GetMaxWattageAsFloat(wire.MaxWattageRating);
                        str = str.Replace("{TotalPotentialLoadAndColor}", (wattsNeededWhenActive > maxWattageAsFloat) ? ("<color=#" + new Color(251f / 255f, 176f / 255f, 59f / 255f).ToHexString() + ">" + GameUtil.GetFormattedWattage(wattsNeededWhenActive, unit) + "</color>") : GameUtil.GetFormattedWattage(wattsNeededWhenActive, unit));
                        str = str.Replace("{MaxLoad}", GameUtil.GetFormattedWattage(maxWattageAsFloat, unit));
                        return(str);
                    });
                }

                return(true);
            }
 private void Refresh()
 {
     if (!((Object)selectedTarget == (Object)null))
     {
         foreach (KeyValuePair <string, GameObject> overviewLabel in overviewLabels)
         {
             overviewLabel.Value.SetActive(false);
         }
         foreach (KeyValuePair <string, GameObject> generatorsLabel in generatorsLabels)
         {
             generatorsLabel.Value.SetActive(false);
         }
         foreach (KeyValuePair <string, GameObject> consumersLabel in consumersLabels)
         {
             consumersLabel.Value.SetActive(false);
         }
         foreach (KeyValuePair <string, GameObject> batteriesLabel in batteriesLabels)
         {
             batteriesLabel.Value.SetActive(false);
         }
         CircuitManager circuitManager = Game.Instance.circuitManager;
         ushort         num            = ushort.MaxValue;
         EnergyConsumer component      = selectedTarget.GetComponent <EnergyConsumer>();
         if ((Object)component != (Object)null)
         {
             num = component.CircuitID;
         }
         else
         {
             Generator component2 = selectedTarget.GetComponent <Generator>();
             if ((Object)component2 != (Object)null)
             {
                 num = component2.CircuitID;
             }
         }
         if (num == 65535)
         {
             int cell = Grid.PosToCell(selectedTarget.transform.GetPosition());
             num = circuitManager.GetCircuitID(cell);
         }
         if (num != 65535)
         {
             overviewPanel.SetActive(true);
             generatorsPanel.SetActive(true);
             consumersPanel.SetActive(true);
             batteriesPanel.SetActive(true);
             float      joulesAvailableOnCircuit = circuitManager.GetJoulesAvailableOnCircuit(num);
             GameObject gameObject = AddOrGetLabel(overviewLabels, overviewPanel, "joulesAvailable");
             gameObject.GetComponent <LocText>().text    = string.Format(UI.DETAILTABS.ENERGYGENERATOR.AVAILABLE_JOULES, GameUtil.GetFormattedJoules(joulesAvailableOnCircuit, "F1", GameUtil.TimeSlice.None));
             gameObject.GetComponent <ToolTip>().toolTip = UI.DETAILTABS.ENERGYGENERATOR.AVAILABLE_JOULES_TOOLTIP;
             gameObject.SetActive(true);
             float wattsGeneratedByCircuit          = circuitManager.GetWattsGeneratedByCircuit(num);
             float potentialWattsGeneratedByCircuit = circuitManager.GetPotentialWattsGeneratedByCircuit(num);
             gameObject = AddOrGetLabel(overviewLabels, overviewPanel, "wattageGenerated");
             string text = null;
             text = ((wattsGeneratedByCircuit != potentialWattsGeneratedByCircuit) ? $"{GameUtil.GetFormattedWattage(wattsGeneratedByCircuit, GameUtil.WattageFormatterUnit.Automatic)} / {GameUtil.GetFormattedWattage(potentialWattsGeneratedByCircuit, GameUtil.WattageFormatterUnit.Automatic)}" : GameUtil.GetFormattedWattage(wattsGeneratedByCircuit, GameUtil.WattageFormatterUnit.Automatic));
             gameObject.GetComponent <LocText>().text    = string.Format(UI.DETAILTABS.ENERGYGENERATOR.WATTAGE_GENERATED, text);
             gameObject.GetComponent <ToolTip>().toolTip = UI.DETAILTABS.ENERGYGENERATOR.WATTAGE_GENERATED_TOOLTIP;
             gameObject.SetActive(true);
             gameObject = AddOrGetLabel(overviewLabels, overviewPanel, "wattageConsumed");
             gameObject.GetComponent <LocText>().text    = string.Format(UI.DETAILTABS.ENERGYGENERATOR.WATTAGE_CONSUMED, GameUtil.GetFormattedWattage(circuitManager.GetWattsUsedByCircuit(num), GameUtil.WattageFormatterUnit.Automatic));
             gameObject.GetComponent <ToolTip>().toolTip = UI.DETAILTABS.ENERGYGENERATOR.WATTAGE_CONSUMED_TOOLTIP;
             gameObject.SetActive(true);
             gameObject = AddOrGetLabel(overviewLabels, overviewPanel, "potentialWattageConsumed");
             gameObject.GetComponent <LocText>().text    = string.Format(UI.DETAILTABS.ENERGYGENERATOR.POTENTIAL_WATTAGE_CONSUMED, GameUtil.GetFormattedWattage(circuitManager.GetWattsNeededWhenActive(num), GameUtil.WattageFormatterUnit.Automatic));
             gameObject.GetComponent <ToolTip>().toolTip = UI.DETAILTABS.ENERGYGENERATOR.POTENTIAL_WATTAGE_CONSUMED_TOOLTIP;
             gameObject.SetActive(true);
             gameObject = AddOrGetLabel(overviewLabels, overviewPanel, "maxSafeWattage");
             gameObject.GetComponent <LocText>().text    = string.Format(UI.DETAILTABS.ENERGYGENERATOR.MAX_SAFE_WATTAGE, GameUtil.GetFormattedWattage(circuitManager.GetMaxSafeWattageForCircuit(num), GameUtil.WattageFormatterUnit.Automatic));
             gameObject.GetComponent <ToolTip>().toolTip = UI.DETAILTABS.ENERGYGENERATOR.MAX_SAFE_WATTAGE_TOOLTIP;
             gameObject.SetActive(true);
             ReadOnlyCollection <Generator>       generatorsOnCircuit = circuitManager.GetGeneratorsOnCircuit(num);
             ReadOnlyCollection <IEnergyConsumer> consumersOnCircuit  = circuitManager.GetConsumersOnCircuit(num);
             List <Battery> batteriesOnCircuit = circuitManager.GetBatteriesOnCircuit(num);
             ReadOnlyCollection <Battery> transformersOnCircuit = circuitManager.GetTransformersOnCircuit(num);
             if (generatorsOnCircuit.Count > 0)
             {
                 foreach (Generator item in generatorsOnCircuit)
                 {
                     if ((Object)item != (Object)null && (Object)item.GetComponent <Battery>() == (Object)null)
                     {
                         gameObject = AddOrGetLabel(generatorsLabels, generatorsPanel, item.gameObject.GetInstanceID().ToString());
                         Operational component3 = item.GetComponent <Operational>();
                         if (component3.IsActive)
                         {
                             gameObject.GetComponent <LocText>().text = $"{item.GetComponent<KSelectable>().entityName}: {GameUtil.GetFormattedWattage(item.WattageRating, GameUtil.WattageFormatterUnit.Automatic)}";
                         }
                         else
                         {
                             gameObject.GetComponent <LocText>().text = $"{item.GetComponent<KSelectable>().entityName}: {GameUtil.GetFormattedWattage(0f, GameUtil.WattageFormatterUnit.Automatic)} / {GameUtil.GetFormattedWattage(item.WattageRating, GameUtil.WattageFormatterUnit.Automatic)}";
                         }
                         gameObject.SetActive(true);
                         gameObject.GetComponent <LocText>().fontStyle = (((Object)item.gameObject == (Object)selectedTarget) ? FontStyles.Bold : FontStyles.Normal);
                     }
                 }
             }
             else
             {
                 gameObject = AddOrGetLabel(generatorsLabels, generatorsPanel, "nogenerators");
                 gameObject.GetComponent <LocText>().text = UI.DETAILTABS.ENERGYGENERATOR.NOGENERATORS;
                 gameObject.SetActive(true);
             }
             if (consumersOnCircuit.Count > 0 || transformersOnCircuit.Count > 0)
             {
                 foreach (IEnergyConsumer item2 in consumersOnCircuit)
                 {
                     AddConsumerInfo(item2, gameObject);
                 }
                 foreach (Battery item3 in transformersOnCircuit)
                 {
                     AddConsumerInfo(item3, gameObject);
                 }
             }
             else
             {
                 gameObject = AddOrGetLabel(consumersLabels, consumersPanel, "noconsumers");
                 gameObject.GetComponent <LocText>().text = UI.DETAILTABS.ENERGYGENERATOR.NOCONSUMERS;
                 gameObject.SetActive(true);
             }
             if (batteriesOnCircuit.Count > 0)
             {
                 foreach (Battery item4 in batteriesOnCircuit)
                 {
                     if ((Object)item4 != (Object)null)
                     {
                         gameObject = AddOrGetLabel(batteriesLabels, batteriesPanel, item4.gameObject.GetInstanceID().ToString());
                         gameObject.GetComponent <LocText>().text = string.Format("{0}: {1}", item4.GetComponent <KSelectable>().entityName, GameUtil.GetFormattedJoules(item4.JoulesAvailable, "F1", GameUtil.TimeSlice.None));
                         gameObject.SetActive(true);
                         gameObject.GetComponent <LocText>().fontStyle = (((Object)item4.gameObject == (Object)selectedTarget) ? FontStyles.Bold : FontStyles.Normal);
                     }
                 }
             }
             else
             {
                 gameObject = AddOrGetLabel(batteriesLabels, batteriesPanel, "nobatteries");
                 gameObject.GetComponent <LocText>().text = UI.DETAILTABS.ENERGYGENERATOR.NOBATTERIES;
                 gameObject.SetActive(true);
             }
         }
         else
         {
             overviewPanel.SetActive(true);
             generatorsPanel.SetActive(false);
             consumersPanel.SetActive(false);
             batteriesPanel.SetActive(false);
             GameObject gameObject2 = AddOrGetLabel(overviewLabels, overviewPanel, "nocircuit");
             gameObject2.GetComponent <LocText>().text = UI.DETAILTABS.ENERGYGENERATOR.DISCONNECTED;
             gameObject2.SetActive(true);
         }
     }
 }
Beispiel #3
0
        /// <summary>
        /// Updates the circuit summary information.
        /// </summary>
        /// <param name="manager">The circuit manager to query.</param>
        /// <param name="circuitID">The circuit to look up.</param>
        private void RefreshSummary(CircuitManager manager, ushort circuitID)
        {
            var text = CACHED_BUILDER;

            // Available
            text.Clear().Append(ENERGYGENERATOR.AVAILABLE_JOULES).Replace("{0}", GameUtil.
                                                                          GetFormattedJoules(manager.GetJoulesAvailableOnCircuit(circuitID)));
            joulesAvailable.text.SetText(text);
            // Generated
            float generated = GetWattageGenerated(manager, circuitID, out float potential);

            text.Clear();
            if (Mathf.Approximately(generated, potential))
            {
                FormatStringPatches.GetFormattedWattage(text, generated);
            }
            else
            {
                FormatStringPatches.GetFormattedWattage(text, generated);
                text.Append(" / ");
                FormatStringPatches.GetFormattedWattage(text, potential);
            }
            string ratio = text.ToString();

            text.Clear().Append(ENERGYGENERATOR.WATTAGE_GENERATED).Replace("{0}", ratio);
            wattageGenerated.text.SetText(text);
            // Consumed
            text.Clear().Append(ENERGYGENERATOR.WATTAGE_CONSUMED).Replace("{0}",
                                                                          GameUtil.GetFormattedWattage(manager.GetWattsUsedByCircuit(circuitID)));
            wattageConsumed.text.SetText(text);
            // Max consumed
            text.Clear().Append(ENERGYGENERATOR.POTENTIAL_WATTAGE_CONSUMED).Replace("{0}",
                                                                                    GameUtil.GetFormattedWattage(GetWattsNeededWhenActive(manager, circuitID)));
            potentialWattageConsumed.text.SetText(text);
            // Max safe
            text.Clear().Append(ENERGYGENERATOR.MAX_SAFE_WATTAGE).Replace("{0}",
                                                                          GameUtil.GetFormattedWattage(manager.GetMaxSafeWattageForCircuit(circuitID)));
            maxSafeWattage.text.SetText(text);
        }