Example #1
0
        private void LoadUpgradesPrices()
        {
            log("Loading new upgrades prices");

            foreach (UpgradeableFacility facility in GameObject.FindObjectsOfType <UpgradeableFacility>())
            {
                SpaceCenterFacility facilityType;
                try
                {
                    facilityType = (SpaceCenterFacility)Enum.Parse(typeof(SpaceCenterFacility), facility.name);
                }
                catch (ArgumentException)
                {
                    // Mods can add new Facilities that are not in the stock enum list.
                    continue;
                }

                float[] prices       = getFacilityUpgradePrices(facilityType);
                int     levels       = getFacilityLevels(facilityType);
                int[]   levelsVisual = getFacilityLevelsVisual(facilityType);

                if (prices == null)
                {
                    log("No upgrades prices set for " + facilityType + ". Skipping");
                    continue;
                }

                if (levels != prices.Length)
                {
                    log("Wrong numbers of upgrade price for " + facility + " expecting " + levels + " and have " + prices.Length + ". Check your configs");
                    continue;
                }

                UpgradeableObject.UpgradeLevel[] upgradeLevels = facility.UpgradeLevels;

                for (int i = 0; i < upgradeLevels.Length; i++)
                {
                    UpgradeableObject.UpgradeLevel oldLevel = upgradeLevels[i];
                    if (oldLevel.Spawned)
                    {
                        oldLevel.Despawn();
                    }
                }

                UpgradeableObject.UpgradeLevel[] newUpgradeLevels = new UpgradeableObject.UpgradeLevel[levels];

                for (int i = 0; i < levels; i++)
                {
                    int originalLevel = Math.Min(i, upgradeLevels.Length - 1);

                    UpgradeableObject.UpgradeLevel level = new UpgradeableObject.UpgradeLevel();
                    var sourceLvl = upgradeLevels[originalLevel];

                    level.Setup(facility);
                    level.levelCost        = prices[i];
                    level.levelText        = sourceLvl.levelText;
                    level.levelStats       = sourceLvl.levelStats;
                    level.facilityPrefab   = sourceLvl.facilityPrefab;
                    level.facilityInstance = null;

                    // Only redo the visual on the first load. Doing it on the next loads would mess up the order.
                    if (!varLoaded)
                    {
                        if (levelsVisual.Length == levels)
                        {
                            //log(facility.name + " Copying level " + (levelsVisual[i] - 1) + " for level " + (i + 1));
                            level.facilityPrefab = upgradeLevels[levelsVisual[i] - 1].facilityPrefab;
                        }
                        else
                        {
                            log("Wrong levelsVisual length " + levelsVisual.Length + " for " + facility.name + " expected " + levels);
                        }
                    }
                    newUpgradeLevels[i] = level;
                }

                facility.UpgradeLevels = newUpgradeLevels;

                // Use the current save state to (re)init the facility
                if (ScenarioUpgradeableFacilities.protoUpgradeables.TryGetValue(facility.id, out ScenarioUpgradeableFacilities.ProtoUpgradeable protoUpgradeable))
                {
                    facility.Load(protoUpgradeable.configNode);
                }
                else
                {
                    facility.SetupLevels();
                    facility.setLevel(facility.FacilityLevel);
                }
            }
            if (!varLoaded)
            {
                log("New upgrades prices are Loaded");
            }
            varLoaded = true;
        }
Example #2
0
        // With the help of NoMoreGrind code by nlight
        private void LoadUpgradesPrices(GameScenes data)
        {
            log("Loading new upgrades prices");

            foreach (UpgradeableFacility facility in GameObject.FindObjectsOfType <UpgradeableFacility>())
            {
                SpaceCenterFacility facilityType = (SpaceCenterFacility)Enum.Parse(typeof(SpaceCenterFacility), facility.name);

                float[] prices       = getFacilityUpgradePrices(facilityType);
                int     levels       = getFacilityLevels(facilityType);
                int[]   levelsVisual = getFacilityLevelsVisual(facilityType);

                if (prices == null)
                {
                    log("No upgrades prices set for " + facilityType + ". Skipping");
                    continue;
                }

                if (levels != prices.Length)
                {
                    log("Wrong numbers of upgrade price for " + facility + " expecting " + levels + " and have " + prices.Length + ". Check your configs");
                    continue;
                }

                UpgradeableObject.UpgradeLevel[] upgradeLevels = facility.UpgradeLevels;

                if (facility.UpgradeLevels[facility.FacilityLevel].Spawned)
                {
                    facility.UpgradeLevels[facility.FacilityLevel].Despawn();
                }

                UpgradeableObject.UpgradeLevel[] newUpgradeLevels = new UpgradeableObject.UpgradeLevel[levels];

                for (int i = 0; i < levels; i++)
                {
                    int originalLevel = Math.Min(i, upgradeLevels.Length - 1);

                    UpgradeableObject.UpgradeLevel level = new UpgradeableObject.UpgradeLevel();
                    var sourceLvl = upgradeLevels[originalLevel];

                    level.Setup(facility);
                    level.levelCost        = prices[i];
                    level.levelText        = sourceLvl.levelText;
                    level.levelStats       = sourceLvl.levelStats;
                    level.facilityPrefab   = sourceLvl.facilityPrefab;
                    level.facilityInstance = null;

                    if (levelsVisual.Length == levels)
                    {
                        //log(facility.name + " Copying level " + (levelsVisual[i] - 1) + " for level " + (i + 1));
                        level.facilityPrefab = upgradeLevels[levelsVisual[i] - 1].facilityPrefab;
                    }
                    else
                    {
                        log("Wrong levelsVisual length " + levelsVisual.Length + " for " + facility.name + " expected " + levels);
                    }

                    newUpgradeLevels[i] = level;
                }

                facility.UpgradeLevels = newUpgradeLevels;
                facility.SetupLevels();
                facility.setLevel(facility.FacilityLevel);
            }
            GameEvents.onLevelWasLoaded.Remove(LoadUpgradesPrices);
            //log("New upgrades prices are Loaded");
        }