Beispiel #1
0
        public void DoWindowContents(Rect canvas)
        {
            Listing_Standard list = new Listing_Standard();

            list.ColumnWidth = (canvas.width - 17) / 2; // Subtract 17 for gap between columns
            list.Begin(canvas);

            // Do general settings
            Text.Font = GameFont.Medium;
            list.Label("CE_Settings_HeaderGeneral".Translate());
            Text.Font = GameFont.Small;
            list.Gap();

            list.CheckboxLabeled("CE_Settings_ShowCasings_Title".Translate(), ref showCasings, "CE_Settings_ShowCasings_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_ShowTaunts_Title".Translate(), ref showTaunts, "CE_Settings_ShowTaunts_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_AllowMeleeHunting_Title".Translate(), ref allowMeleeHunting, "CE_Settings_AllowMeleeHunting_Desc".Translate());

#if DEBUG
            // Do Debug settings
            list.GapLine();
            Text.Font = GameFont.Medium;
            list.Label("Debug");
            Text.Font = GameFont.Small;
            list.Gap();

            list.CheckboxLabeled("Draw partial LoS checks", ref debugDrawPartialLoSChecks, "Displays line of sight checks against partial cover.");
            list.CheckboxLabeled("Draw target cover checks", ref debugDrawTargetCoverChecks, "Displays highest cover of target as it is selected.");
            list.CheckboxLabeled("Enable inventory validation", ref debugEnableInventoryValidation, "Inventory will refresh its cache every tick and log any discrepancies.");
            list.CheckboxLabeled("Display tree collision chances", ref debugShowTreeCollisionChance, "Projectiles will display chances of coliding with trees as they pass by.");
            list.CheckboxLabeled("Display suppression buildup", ref debugShowSuppressionBuildup, "Pawns will display buildup numbers when taking suppression.");
#endif

            // Do ammo settings
            list.NewColumn();

            Text.Font = GameFont.Medium;
            list.Label("CE_Settings_HeaderAmmo".Translate());
            Text.Font = GameFont.Small;
            list.Gap();

            list.CheckboxLabeled("CE_Settings_EnableAmmoSystem_Title".Translate(), ref enableAmmoSystem, "CE_Settings_EnableAmmoSystem_Desc".Translate());
            list.GapLine();
            if (enableAmmoSystem)
            {
                list.CheckboxLabeled("CE_Settings_RightClickAmmoSelect_Title".Translate(), ref rightClickAmmoSelect, "CE_Settings_RightClickAmmoSelect_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_AutoReloadOnChangeAmmo_Title".Translate(), ref autoReloadOnChangeAmmo, "CE_Settings_AutoReloadOnChangeAmmo_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_AutoTakeAmmo_Title".Translate(), ref autoTakeAmmo, "CE_Settings_AutoTakeAmmo_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_ShowCaliberOnGuns_Title".Translate(), ref showCaliberOnGuns, "CE_Settings_ShowCaliberOnGuns_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_ReuseNeolithicProjectiles_Title".Translate(), ref reuseNeolithicProjectiles, "CE_Settings_ReuseNeolithicProjectiles_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_RealisticCookOff_Title".Translate(), ref realisticCookOff, "CE_Settings_RealisticCookOff_Desc".Translate());
            }
            else
            {
                GUI.contentColor = Color.gray;
                list.Label("CE_Settings_RightClickAmmoSelect_Title".Translate());
                list.Label("CE_Settings_AutoReloadOnChangeAmmo_Title".Translate());
                list.Label("CE_Settings_AutoTakeAmmo_Title".Translate());
                list.Label("CE_Settings_ShowCaliberOnGuns_Title".Translate());
                list.Label("CE_Settings_ReuseNeolithicProjectiles_Title".Translate());
                list.Label("CE_Settings_RealisticCookOff_Title".Translate());
                GUI.contentColor = Color.white;
            }

            list.End();

            // Update ammo if setting changes
            if (lastAmmoSystemStatus != enableAmmoSystem)
            {
                AmmoInjector.Inject();
                lastAmmoSystemStatus = enableAmmoSystem;
                TutorUtility.DoModalDialogIfNotKnown(CE_ConceptDefOf.CE_AmmoSettings);
            }
        }
Beispiel #2
0
        public void DoWindowContents(Rect canvas)
        {
            Listing_Standard list = new Listing_Standard();

            list.ColumnWidth = (canvas.width - 17) / 2; // Subtract 17 for gap between columns
            list.Begin(canvas);

            // Do general settings
            Text.Font = GameFont.Medium;
            list.Label("CE_Settings_HeaderGeneral".Translate());
            Text.Font = GameFont.Small;
            list.Gap();

            list.CheckboxLabeled("CE_Settings_ShowCasings_Title".Translate(), ref showCasings, "CE_Settings_ShowCasings_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_ShowTaunts_Title".Translate(), ref showTaunts, "CE_Settings_ShowTaunts_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_AllowMeleeHunting_Title".Translate(), ref allowMeleeHunting, "CE_Settings_AllowMeleeHunting_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_SmokeEffects_Title".Translate(), ref smokeEffects, "CE_Settings_SmokeEffects_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_MergeExplosions_Title".Translate(), ref mergeExplosions, "CE_Settings_MergeExplosions_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_TurretsBreakShields_Title".Translate(), ref turretsBreakShields, "CE_Settings_TurretsBreakShields_Desc".Translate());

            // Only Allow these settings to be changed in the main menu since doing while a
            // map is loaded will result in rendering issues.
            if (Current.Game == null)
            {
                list.CheckboxLabeled("CE_Settings_ShowBackpacks_Title".Translate(), ref showBackpacks, "CE_Settings_ShowBackpacks_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_ShowWebbing_Title".Translate(), ref showTacticalVests, "CE_Settings_ShowWebbing_Desc".Translate());
            }
            else
            {
                // tell the user that he can only change these settings from main menu
                list.GapLine();
                Text.Font = GameFont.Medium;
                list.Label("CE_Settings_MainMenuOnly_Title".Translate(), tooltip: "CE_Settings_MainMenuOnly_Desc".Translate());
                Text.Font = GameFont.Small;

                list.Gap();
                list.Label("CE_Settings_ShowBackpacks_Title".Translate(), tooltip: "CE_Settings_ShowBackpacks_Desc".Translate());
                list.Label("CE_Settings_ShowWebbing_Title".Translate(), tooltip: "CE_Settings_ShowWebbing_Desc".Translate());
                list.Gap();
            }

#if DEBUG
            // Do Debug settings
            list.GapLine();
            Text.Font = GameFont.Medium;
            list.Label("Debug");
            list.Gap();
            Text.Font = GameFont.Small;
            list.CheckboxLabeled("Enable debugging", ref debuggingMode, "This will enable all debugging features.");
            if (debuggingMode)
            {
                list.GapLine();
                list.CheckboxLabeled("Verbose", ref debugVerbose, "Enable logging for internel states and many other things.");
                list.CheckboxLabeled("Draw intercept checks", ref debugDrawInterceptChecks, "Displays projectile checks for intercept.");
                list.CheckboxLabeled("Draw partial LoS checks", ref debugDrawPartialLoSChecks, "Displays line of sight checks against partial cover.");
                list.CheckboxLabeled("Draw debug things in range", ref debugGenClosetPawn);
                list.CheckboxLabeled("Draw target cover checks", ref debugDrawTargetCoverChecks, "Displays highest cover of target as it is selected.");
                list.CheckboxLabeled("Enable inventory validation", ref debugEnableInventoryValidation, "Inventory will refresh its cache every tick and log any discrepancies.");
                list.CheckboxLabeled("Display tree collision chances", ref debugShowTreeCollisionChance, "Projectiles will display chances of coliding with trees as they pass by.");
                list.CheckboxLabeled("Display suppression buildup", ref debugShowSuppressionBuildup, "Pawns will display buildup numbers when taking suppression.");
                list.CheckboxLabeled("Display light intensity affected by muzzle flash", ref debugMuzzleFlash);
            }
            else
            {
                list.Gap();
            }
#endif

            // Do ammo settings
            list.NewColumn();

            Text.Font = GameFont.Medium;
            list.Label("CE_Settings_HeaderAmmo".Translate());
            Text.Font = GameFont.Small;
            list.Gap();

            list.CheckboxLabeled("CE_Settings_EnableAmmoSystem_Title".Translate(), ref enableAmmoSystem, "CE_Settings_EnableAmmoSystem_Desc".Translate());
            list.GapLine();
            if (enableAmmoSystem)
            {
                list.CheckboxLabeled("CE_Settings_RightClickAmmoSelect_Title".Translate(), ref rightClickAmmoSelect, "CE_Settings_RightClickAmmoSelect_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_AutoReloadOnChangeAmmo_Title".Translate(), ref autoReloadOnChangeAmmo, "CE_Settings_AutoReloadOnChangeAmmo_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_AutoTakeAmmo_Title".Translate(), ref autoTakeAmmo, "CE_Settings_AutoTakeAmmo_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_ShowCaliberOnGuns_Title".Translate(), ref showCaliberOnGuns, "CE_Settings_ShowCaliberOnGuns_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_ReuseNeolithicProjectiles_Title".Translate(), ref reuseNeolithicProjectiles, "CE_Settings_ReuseNeolithicProjectiles_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_RealisticCookOff_Title".Translate(), ref realisticCookOff, "CE_Settings_RealisticCookOff_Desc".Translate());
                list.CheckboxLabeled("CE_Settings_EnableSimplifiedAmmo_Title".Translate(), ref enableSimplifiedAmmo, "CE_Settings_EnableSimplifiedAmmo_Desc".Translate());;
            }
            else
            {
                GUI.contentColor = Color.gray;
                list.Label("CE_Settings_RightClickAmmoSelect_Title".Translate());
                list.Label("CE_Settings_AutoReloadOnChangeAmmo_Title".Translate());
                list.Label("CE_Settings_AutoTakeAmmo_Title".Translate());
                list.Label("CE_Settings_ShowCaliberOnGuns_Title".Translate());
                list.Label("CE_Settings_ReuseNeolithicProjectiles_Title".Translate());
                list.Label("CE_Settings_RealisticCookOff_Title".Translate());
                list.Label("CE_Settings_EnableSimplifiedAmmo_Title".Translate());

                GUI.contentColor = Color.white;
            }

            list.End();

            // Update ammo if setting changes
            if (lastAmmoSystemStatus != enableAmmoSystem)
            {
                AmmoInjector.Inject();
                AmmoInjector.AddRemoveCaliberFromGunRecipes();  //Ensure the labels are _removed_ when the ammo system gets disabled
                lastAmmoSystemStatus = enableAmmoSystem;
                TutorUtility.DoModalDialogIfNotKnown(CE_ConceptDefOf.CE_AmmoSettings);
            }
            else if (AmmoInjector.gunRecipesShowCaliber != showCaliberOnGuns)
            {
                AmmoInjector.AddRemoveCaliberFromGunRecipes();
            }
        }