public override void Initialize() { //Create a copy of the creature color dictionary that will be modified by the config screen this.configColors = new Dictionary <string, Color>(BloodMod.creatureColors); this.Tabs = new OpTab[1]; int num = 0; int num2 = 0; int num3 = 0; int num4 = 0; this.Tabs[0] = new OpTab("Options"); this.creatureLabel = new OpLabel(new Vector2(490f, 375f), new Vector2(0f, 0f), "None Selected", FLabelAlignment.Center, true); this.colorPicker = new OpColorPicker(new Vector2(250f, 250f), "bloodColor"); this.previewOld = new OpImage(new Vector2(250f, 150f), "Futile_White"); this.previewOld.sprite.scaleX = 10f; this.previewOld.sprite.scaleY = 4f; this.oldLabel = new OpLabel(new Vector2(250f, 220f), new Vector2(0f, 0f), "Default", FLabelAlignment.Left, true); this.previewNew = new OpImage(new Vector2(420f, 150f), "Futile_White"); this.previewNew.sprite.scaleX = 10f; this.previewNew.sprite.scaleY = 4f; this.newLabel = new OpLabel(new Vector2(420f, 220f), new Vector2(0f, 0f), "Modified", FLabelAlignment.Left, true); this.resetButton = new OpSimpleButton(new Vector2(425f, 305f), new Vector2(150f, 45f), "reset", "Reset to Default"); this.resetButton.description = "Reset this creature's blood color to the mod's default."; this.modName = new OpLabel(new Vector2(400f, 552f), new Vector2(0f, 0f), "BLOOD MOD", FLabelAlignment.Center, true); this.modCredit = new OpLabel(new Vector2(400f, 532f), new Vector2(0f, 0f), "Created by LeeMoriya", FLabelAlignment.Center, false); this.modVersion = new OpLabel(new Vector2(400f, 518f), new Vector2(0f, 0f), "Version: 1.01", FLabelAlignment.Center, false); this.rect = new OpRect(new Vector2(230f, 130f), new Vector2(370f, 360f), 0f); this.guide = new OpLabel(new Vector2(405f, 462f), new Vector2(0f, 0f), "Select creatures on the left and adjust their blood color using", FLabelAlignment.Center, false); this.guide2 = new OpLabel(new Vector2(405f, 442f), new Vector2(0f, 0f), "the color picker below. Finalize changes by clicking 'Apply'", FLabelAlignment.Center, false); this.bloodPreview = new OpCheckBox(new Vector2(30f, 2f), "_prev", false); this.bloodPreviewLabel = new OpLabel(new Vector2(66f, 5f), new Vector2(0f, 0f), "Preview all blood colors", FLabelAlignment.Left, false); this.selectedSprite = new OpImage(new Vector2(0f, 0f), "Futile_White"); this.selectedSprite.sprite.scale = 17f; this.selectedSprite.sprite.alpha = 0.05f; this.selectedSprite.description = "?"; this.selectedSprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); this.realisticPreset = new OpSimpleButton(new Vector2(265f, 85f), new Vector2(130f, 31f), "real", "Realistic Preset"); this.vibrantPreset = new OpSimpleButton(new Vector2(435f, 85f), new Vector2(130f, 31f), "vibrant", "Vibrant Preset"); this.realisticPreset.description = "Blood colors will be more realistic."; this.vibrantPreset.description = "Blood colors will more closely match the creature's color."; this.bloodlust = new OpCheckBox(new Vector2(265f, 45f), "gore", false); this.bloodlust.description = "Blood effects are increased dramatically"; this.bloodlustLabel = new OpLabel(new Vector2(295f, 48f), new Vector2(), "Bloodlust Mode", FLabelAlignment.Left, false); this.compat = new OpCheckBox(new Vector2(265f, 12f), "wash", false); this.compat.description = "Rainfall from the mod Downpour will wash away blood."; this.compatLabel = new OpLabel(new Vector2(295f, 15f), new Vector2(), "Downpour Compatibility", FLabelAlignment.Left, false); this.preset = new OpCheckBox(new Vector2(), "preset", false); foreach (PartialityMod mod in PartialityManager.Instance.modManager.loadedMods) { if (mod.ModID == "Downpour") { this.Tabs[0].AddItems(this.compat, this.compatLabel); } } this.Tabs[0].AddItems(this.selectedSprite, this.colorPicker, this.creatureLabel, this.previewOld, this.previewNew, this.oldLabel, this.newLabel, this.resetButton, this.bloodPreviewLabel, this.modName, this.modCredit, this.rect, this.guide, this.guide2, this.modVersion, this.bloodPreview, this.realisticPreset, this.vibrantPreset, this.bloodlust, this.bloodlustLabel, this.preset); //Create individual buttons/sprites/color pickers for each creature foreach (KeyValuePair <string, Color> creature in this.configColors) { if (creature.Key != "Overseer") { if (num < 11) { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num), new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num) + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num++; } else if (num2 < 11) { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num2) + buttonOffset2, new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num2) + buttonOffset2 + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num2++; } else if (num3 < 11) { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num3) + (buttonOffset2 * 2), new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num3) + (buttonOffset2 * 2) + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num3++; } else { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num4) + (buttonOffset2 * 3), new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num4) + (buttonOffset2 * 3) + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num4++; } } this.selected = "Slugcat"; } }
public override void Initialize() { regionList = RegionFinder.Generate().ToArray(); //Tabs this.Tabs = new OpTab[1]; this.Tabs[0] = new OpTab("Weather"); //Weather Type this.logo = new OpImage(new Vector2(270f, 540f), "logo"); this.logo2 = new OpImage(new Vector2(270f, 540f), "logo2"); this.weatherType = new OpRadioButtonGroup("Type", 0); this.weatherTypeLabel = new OpLabel(new Vector2(30f, 570f), new Vector2(400f, 40f), "Weather Type", FLabelAlignment.Left, true); this.rainWeather = new OpRadioButton(new Vector2(0f, 800f)); this.rainButton = new OpSimpleButton(new Vector2(30f, 540f), new Vector2(70f, 25f), "rainButton", "Rain"); this.snowWeather = new OpRadioButton(new Vector2(0f, 800f)); this.snowButton = new OpSimpleButton(new Vector2(130f, 540f), new Vector2(70f, 25f), "snowButton", "Snow"); this.weatherType.SetButtons(new OpRadioButton[] { rainWeather, snowWeather }); //this.weatherType.valueInt = 1; this.versionNumber = new OpLabel(new Vector2(10f, -5f), new Vector2(0f, 0f), "Version: " + Downpour.mod.Version, FLabelAlignment.Left, false); this.snowWarning = new OpLabel(305f, 525f, "Snow is experimental, use at your own risk!", false); this.snowWarning.color = new Color(0.85f, 0f, 0f); this.Tabs[0].AddItems(rainButton, rainWeather, snowWeather, snowButton, weatherType, weatherTypeLabel, versionNumber, snowWarning); //Weather Sliders this.rainIntensity = new OpLabel(new Vector2(topAnchor.x, topAnchor.y), new Vector2(400f, 40f), "Rain Settings", FLabelAlignment.Left, true); this.intensitySliderLabel = new OpLabel(new Vector2(topAnchor.x + 40f, topAnchor.y - 83f), new Vector2(400f, 40f), "Weather Progression", FLabelAlignment.Left, false); this.weatherIntensity = new OpSlider(new Vector2(topAnchor.x + 25, topAnchor.y - 60f), "weatherIntensity", new IntVector2(0, 3), 50f, false, 0); this.rainSettingsDescription = new OpLabel(new Vector2(topAnchor.x, topAnchor.y - 20f), new Vector2(400f, 40f), "Enable or disable rain specific settings:", FLabelAlignment.Left, false); this.directionSliderLabel = new OpLabel(new Vector2(topAnchor.x + 47f, topAnchor.y - 143f), new Vector2(400f, 40f), "Weather Direction", FLabelAlignment.Left, false); this.weatherDirection = new OpSlider(new Vector2(topAnchor.x + 25, topAnchor.y - 120f), "weatherDirection", new IntVector2(0, 3), 50f, false, 0); this.rainChanceLabel = new OpLabel(new Vector2(topAnchor.x + 47f, topAnchor.y - 203f), new Vector2(400f, 40f), "Weather Chance", FLabelAlignment.Left, false); this.rainChanceSlider = new OpSlider(new Vector2(topAnchor.x + 25, topAnchor.y - 180f), "weatherChance", new IntVector2(0, 100), 1.5f, false, 100); this.weatherIntensity.description = "Configure whether the intensity of the chosen weather increases as the cycle progresses or fix it to a certain intensity."; this.weatherDirection.description = "Configure whether rain should fall towards a random or chosen direction."; this.rainChanceSlider.description = "Configure whether the chosen weather will occur during a cycle."; this.topRect = new OpRect(new Vector2(15f, 250f), new Vector2(570f, 270f), 0.1f); this.Tabs[0].AddItems(rainIntensity, weatherIntensity, intensitySliderLabel, directionSliderLabel, weatherDirection, topRect, logo, logo2, rainChanceSlider, rainChanceLabel); //Checkboxes this.lightningCheck = new OpCheckBox(new Vector2(checkAnchor.x, checkAnchor.y - 30f), "Lightning", false); this.lightningLabel = new OpLabel(new Vector2(checkAnchor.x + 30f, checkAnchor.y - 36f), new Vector2(400f, 40f), "Lightning", FLabelAlignment.Left, false); this.paletteCheck = new OpCheckBox(new Vector2(checkAnchor.x, checkAnchor.y + 10), "Palette", true); this.paletteLabel = new OpLabel(new Vector2(checkAnchor.x + 30f, checkAnchor.y + 4f), new Vector2(400f, 40f), "Palette changes", FLabelAlignment.Left, false); this.muteCheck = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y + 10), "Mute", false); this.muteLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y + 4f), new Vector2(400f, 40f), "Mute interiors", FLabelAlignment.Left, false); this.waterCheck = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y - 30f), "Water", false); this.waterLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y - 36f), new Vector2(400f, 40f), "Water ripples", FLabelAlignment.Left, false); this.strikeCheck = new OpCheckBox(new Vector2(checkAnchor.x, checkAnchor.y - 70f), "Strike", true); this.strikeLabel = new OpLabel(new Vector2(checkAnchor.x + 30f, checkAnchor.y - 76f), new Vector2(400f, 40f), "Lightning Strikes", FLabelAlignment.Left, false); this.strikeDamage = new OpSliderSubtle(new Vector2(checkAnchor.x + 10f, checkAnchor.y - 105f), "Damage", new IntVector2(0, 2), 110, false, 1); this.damageLabel = new OpLabel(new Vector2(checkAnchor.x + 10f, checkAnchor.y - 123f), new Vector2(), "Damage Type: ", FLabelAlignment.Left, false); this.bgOn = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y - 70f), "Background", true); this.bgLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y - 76f), new Vector2(400f, 40f), "Background", FLabelAlignment.Left, false); this.decalCheck = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y - 30f), "Decals", true); this.decalLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y - 36f), new Vector2(400f, 40f), "Surface decals", FLabelAlignment.Left, false); this.dustCheck = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y - 70f), "Dust", true); this.dustLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y - 76f), new Vector2(400f, 40f), "Snow dust", FLabelAlignment.Left, false); this.blizzardCheck = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y - 110f), "Blizzard", true); this.blizzardLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y - 116f), new Vector2(400f, 40f), "Blizzard", FLabelAlignment.Left, false); this.effectCheck = new OpCheckBox(new Vector2(checkAnchor.x + 150f, checkAnchor.y + 10), "Effect", true); this.effectLabel = new OpLabel(new Vector2(checkAnchor.x + 180f, checkAnchor.y + 4f), new Vector2(400f, 40f), "Effect Colors", FLabelAlignment.Left, false); this.dustCheck.description = "Puffs of snow appear when landing on the ground."; this.decalCheck.description = "Adds snowy decals to surfaces."; this.lightningCheck.description = "Lightning will appear at higher weather intensities."; this.paletteCheck.description = "The region will become darker with higher rain intensity."; this.muteCheck.description = "Mute the sound effect added to interiors when its raining outside."; this.waterCheck.description = "Rain drops can interact with water surfaces and cause ripples, may impact performance."; this.bgOn.description = "Enable or disable collision with background elements, may impact performance."; this.strikeDamage.description = "Adjust the damage type of Lightning Strikes"; this.strikeCheck.description = "When weather intensity is high enough, lightning strikes can occur."; this.effectCheck.description = "Whitens things like plants and signs so they better match the snowy palette, can ruin some custom props"; this.blizzardCheck.description = "Replaces the end-of-cycle rain with a roaring blizzard and affects normal gameplay"; this.Tabs[0].AddItems(lightningLabel, lightningCheck, strikeCheck, strikeLabel, strikeDamage, damageLabel, rainSettingsDescription, paletteCheck, muteCheck, waterCheck, bgOn, paletteLabel, muteLabel, waterLabel, bgLabel, dustCheck, dustLabel, decalCheck, decalLabel, effectCheck, effectLabel, blizzardCheck, blizzardLabel); //Particle Limit this.rainOption = new OpLabel(new Vector2(topAnchor.x + 366f, topAnchor.y - 223f), new Vector2(400f, 40f), "Particle Limit", FLabelAlignment.Left, false); this.rainSlider = new OpSlider(new Vector2(topAnchor.x + 275f, topAnchor.y - 200f), "rainAmount", new IntVector2(10, 80), 3.3f, false, 50); this.Tabs[0].AddItems(rainSlider, rainOption); //Regions if (regionList != null) { this.regionLabelList = new OpLabel[regionList.Length]; this.regionChecks = new OpCheckBox[regionList.Length]; this.regionLabel = new OpLabel(new Vector2(30f, 200f), new Vector2(400f, 40f), "Region Settings", FLabelAlignment.Left, true); this.regionDescription = new OpLabel(new Vector2(30f, 175f), new Vector2(400f, 40f), "Enable and Disable weather on a per-region basis.", FLabelAlignment.Left, false); this.Tabs[0].AddItems(regionLabel, regionDescription); for (int i = 0; i < regionList.Length; i++) { if (i < 10) { regionChecks[i] = new OpCheckBox(new Vector2(30f + (55f * i), 150f), regionList[i], true); regionLabelList[i] = new OpLabel(new Vector2(60f + (55f * i), 142f), new Vector2(400f, 40f), regionList[i], FLabelAlignment.Left, false); } else if (i >= 10 && i < 20) { regionChecks[i] = new OpCheckBox(new Vector2(-520f + (55f * i), 105f), regionList[i], true); regionLabelList[i] = new OpLabel(new Vector2(-490f + (55f * i), 97f), new Vector2(400f, 40f), regionList[i], FLabelAlignment.Left, false); } else if (i >= 20 && i < 30) { regionChecks[i] = new OpCheckBox(new Vector2(-1070f + (55f * i), 60f), regionList[i], true); regionLabelList[i] = new OpLabel(new Vector2(-1040f + (55f * i), 52f), new Vector2(400f, 40f), regionList[i], FLabelAlignment.Left, false); } else if (i >= 30) { regionChecks[i] = new OpCheckBox(new Vector2(-1650f + (55f * i), 15f), regionList[i], true); regionLabelList[i] = new OpLabel(new Vector2(-1620f + (55f * i), 7f), new Vector2(400f, 40f), regionList[i], FLabelAlignment.Left, false); } this.Tabs[0].AddItems(regionLabelList[i], regionChecks[i]); if (regionList[i] == "SS") { regionChecks[i].valueBool = false; } } } Downpour.configLoaded = true; }
private void SetUp(OpImage op, SpirvInstructionTreeBuilder treeBuilder) { ResultType = treeBuilder.ResolveType(op.IdResultType); SampledImage = treeBuilder.GetNode(op.SampledImage); SetUpDecorations(op, treeBuilder); }