コード例 #1
0
        public static void SetHardpoints(object data, TooltipPrefab_Mech __instance, LocalizableText ___JumpjetHP)
        {
            try
            {
                //Control.Log("tooltip mech");
                var handler = __instance.GetComponent <TooltipHPHandler>();
                if (handler == null)
                {
                    //Control.Log("creating");
                    handler = __instance.gameObject.AddComponent <TooltipHPHandler>();
                    handler.Init(__instance, ___JumpjetHP.transform.parent.gameObject);
                }

                var mech = data as MechDef;
                if (mech != null)
                {
                    //Control.Log($"set data for {mech.Description.Id}");
                    var usage = mech.GetHardpointUsage();
                    handler.SetData(usage);
                    handler.SetJJ(mech.GetJJCountByMechDef(), mech.GetJJMaxByMechDef());
                }
            }
            catch (Exception e)
            {
                Control.LogError(e);
            }
        }
コード例 #2
0
 public static void Postfix(TooltipPrefab_Mech __instance, object data, TextMeshProUGUI ___VariantField)
 {
     try
     {
         if (data is MechDef mechDef)
         {
             var dm = UnityGameInstance.BattleTechGame.DataManager;
             // not sure why this method gets a shitty MechDef but it does... MinAppearance is 0, minAppearance is 1
             // so get a real mechdef using its name... this works and is necessary! (1.6.1)
             var date = dm.MechDefs.Where(x => x.Value.Description.Id == mechDef.Description.Id)
                        .Select(x => x.Value.MinAppearanceDate).FirstOrDefault();
             var variantName = ___VariantField.text.Substring(2, ___VariantField.text.Length - 4);
             // vanilla has ( ) with spaces
             ___VariantField.SetText($"( {variantName} ({date.Value.Year}) )");
         }
     }
     catch // silent drop
     {
     }
 }
コード例 #3
0
 public static bool SetHardpoints(TooltipPrefab_Mech __instance)
 {
     return(false);
 }