コード例 #1
0
ファイル: UI+Controls.cs プロジェクト: ThyWoof/ToyBox
        public static void ActionIntTextField(ref int value,
                                              String name,
                                              Action <int> action,
                                              Action enterAction,
                                              params GUILayoutOption[] options
                                              )
        {
            bool   changed  = false;
            bool   hitEnter = false;
            String str      = $"{value}";

            UI.ActionTextField(ref str,
                               name,
                               (text) => { changed = true; },
                               () => { hitEnter = true; },
                               options);
            Int32.TryParse(str, out value);
            if (changed)
            {
                action(value);
            }
            if (hitEnter)
            {
                enterAction();
            }
        }
コード例 #2
0
ファイル: FactsEditor.cs プロジェクト: SnowyJune973/ToyBox
        static public void OnGUI <T>(String callerKey,
                                     UnitEntityData unit,
                                     List <T> facts,
                                     Func <T, BlueprintScriptableObject> blueprint,
                                     IEnumerable <BlueprintScriptableObject> blueprints,
                                     Func <T, String> title,
                                     Func <T, String> description          = null,
                                     Func <T, int> value                   = null,
                                     IEnumerable <BlueprintAction> actions = null
                                     )
        {
            bool searchChanged = false;

            if (actions == null)
            {
                actions = new List <BlueprintAction>();
            }
            if (callerKey != prevCallerKey)
            {
                searchChanged = true; showAll = false;
            }
            prevCallerKey = callerKey;
            var mutatorLookup = actions.Distinct().ToDictionary(a => a.name, a => a);

            UI.BeginHorizontal();
            UI.Space(100);
            UI.ActionTextField(ref searchText, "searhText", null, () => { searchChanged = true; }, UI.Width(320));
            UI.Space(25);
            UI.Label("Limit", UI.ExpandWidth(false));
            UI.ActionIntTextField(ref searchLimit, "searchLimit", null, () => { searchChanged = true; }, UI.Width(175));
            if (searchLimit > 1000)
            {
                searchLimit = 1000;
            }
            UI.Space(25);
            UI.Toggle("Show GUIDs", ref Main.settings.showAssetIDs);
            UI.Space(25);
            UI.Toggle("Dividers", ref Main.settings.showDivisions);
            UI.Space(25);
            searchChanged |= UI.DisclosureToggle("Show All".orange().bold(), ref showAll);
            UI.EndHorizontal();
            UI.BeginHorizontal();
            UI.Space(100);
            UI.ActionButton("Search", () => { searchChanged = true; }, UI.AutoWidth());
            UI.Space(25);
            if (matchCount > 0 && searchText.Length > 0)
            {
                String matchesText = "Matches: ".green().bold() + $"{matchCount}".orange().bold();
                if (matchCount > searchLimit)
                {
                    matchesText += " => ".cyan() + $"{searchLimit}".cyan().bold();
                }
                UI.Label(matchesText, UI.ExpandWidth(false));
            }
#if false
            UI.Label("Repeat Count", UI.ExpandWidth(false));
            UI.ActionIntTextField(
                ref repeatCount,
                "repeatCount",
                (limit) => { },
                () => { },
                UI.Width(200));
#endif
            UI.EndHorizontal();

            if (showAll)
            {
                // TODO - do we need this logic or can we make blueprint filtering fast enough to do keys by key searching?
                //if (filteredBPs == null || searchChanged) {
                UpdateSearchResults(searchText, searchLimit, blueprints);
                //}
                BlueprintListUI.OnGUI(unit, filteredBPs, 100);
                return;
            }
            var terms = searchText.Split(' ').Select(s => s.ToLower()).ToHashSet();

            BlueprintAction add      = mutatorLookup.GetValueOrDefault("Add", null);
            BlueprintAction remove   = mutatorLookup.GetValueOrDefault("Remove", null);
            BlueprintAction decrease = mutatorLookup.GetValueOrDefault("<", null);
            BlueprintAction increase = mutatorLookup.GetValueOrDefault(">", null);

            mutatorLookup.Remove("Add");
            mutatorLookup.Remove("Remove");
            mutatorLookup.Remove("<");
            mutatorLookup.Remove(">");

            BlueprintScriptableObject toAdd      = null;
            BlueprintScriptableObject toRemove   = null;
            BlueprintScriptableObject toIncrease = null;
            BlueprintScriptableObject toDecrease = null;
            var toValues = new Dictionary <String, BlueprintScriptableObject>();
            var sorted   = facts.OrderBy((f) => title(f));
            matchCount = 0;
            UI.Div(100);
            foreach (var fact in sorted)
            {
                if (fact == null)
                {
                    continue;
                }
                var    bp        = blueprint(fact);
                String name      = title(fact);
                String nameLower = name.ToLower();
                if (name != null && name.Length > 0 && (searchText.Length == 0 || terms.All(term => nameLower.Contains(term))))
                {
                    matchCount++;
                    UI.BeginHorizontal();
                    UI.Space(100);
                    UI.Label($"{name}".cyan().bold(), UI.Width(400));
                    UI.Space(30);
                    if (value != null)
                    {
                        var v = value(fact);
                        decrease.BlueprintActionButton(unit, bp, () => { toDecrease = bp; }, 50);
                        UI.Space(10f);
                        UI.Label($"{v}".orange().bold(), UI.Width(30));
                        increase.BlueprintActionButton(unit, bp, () => { toIncrease = bp; }, 50);
                    }
#if false
                    UI.Space(30);
                    add.BlueprintActionButton(unit, bp, () => { toAdd = bp; }, 150);
#endif
                    UI.Space(30);
                    remove.BlueprintActionButton(unit, bp, () => { toRemove = bp; }, 150);
#if false
                    foreach (var action in actions)
                    {
                        action.MutatorButton(unit, bp, () => { toValues[action.name] = bp; }, 150);
                    }
#endif
                    if (description != null)
                    {
                        UI.Space(30);
                        var assetID = Main.settings.showAssetIDs ? blueprint(fact).AssetGuid.magenta() + " " : "";
                        UI.Label(assetID + description(fact).green(), UI.AutoWidth());
                    }
                    UI.EndHorizontal();
                    UI.Div(100);
                }
            }
            if (toAdd != null)
            {
                add.action(toAdd, unit, repeatCount); toAdd = null;
            }
            if (toRemove != null)
            {
                remove.action(toRemove, unit, repeatCount); toRemove = null;
            }
            if (toDecrease != null)
            {
                decrease.action(toDecrease, unit, repeatCount); toDecrease = null;
            }
            if (toIncrease != null)
            {
                increase.action(toIncrease, unit, repeatCount); toIncrease = null;
            }
            foreach (var item in toValues)
            {
                var muator = mutatorLookup[item.Key];
                if (muator != null)
                {
                    muator.action(item.Value, unit, repeatCount);
                }
            }
            toValues.Clear();
        }
コード例 #3
0
        public static IEnumerable OnGUI()
        {
            // Stackable browser
            using (UI.HorizontalScope(UI.Width(450))) {
                // First column - Type Selection Grid
                using (UI.VerticalScope(GUI.skin.box)) {
                    UI.ActionSelectionGrid(ref settings.selectedBPTypeFilter,
                                           blueprintTypeFilters.Select(tf => tf.name).ToArray(),
                                           1,
                                           (selected) => { UpdateSearchResults(); },
                                           UI.buttonStyle,
                                           UI.Width(200));
                }
                bool collationChanged = false;
                if (collatedBPs != null)
                {
                    using (UI.VerticalScope(GUI.skin.box)) {
                        UI.ActionSelectionGrid(ref selectedCollationIndex, collationKeys.ToArray(),
                                               1,
                                               (selected) => { collationChanged = true; BlueprintListUI.needsLayout = true; },
                                               UI.buttonStyle,
                                               UI.Width(200));
                    }
                }
                // Section Column  - Main Area
                float remainingWidth = Main.ummWidth - 325;
                using (UI.VerticalScope(UI.Width(remainingWidth))) {
                    // Search Field and modifiers
                    using (UI.HorizontalScope()) {
                        UI.ActionTextField(
                            ref settings.searchText,
                            "searhText",
                            (text) => { },
                            () => { UpdateSearchResults(); },
                            UI.Width(400));
                        UI.Label("Limit", UI.ExpandWidth(false));
                        UI.ActionIntTextField(
                            ref settings.searchLimit,
                            "searchLimit",
                            (limit) => { },
                            () => { UpdateSearchResults(); },
                            UI.Width(200));
                        if (settings.searchLimit > 1000)
                        {
                            settings.searchLimit = 1000;
                        }
                        UI.Space(25);
                        UI.Toggle("Show GUIDs", ref settings.showAssetIDs);
                        UI.Space(25);
                        UI.Toggle("Components", ref settings.showComponents);
                        UI.Space(25);
                        UI.Toggle("Elements", ref settings.showElements);
                        UI.Space(25);
                        UI.Toggle("Dividers", ref settings.showDivisions);
                    }
                    // Search Button and Results Summary
                    using (UI.HorizontalScope()) {
                        UI.ActionButton("Search", () => {
                            UpdateSearchResults();
                        }, UI.AutoWidth());
                        UI.Space(25);
                        if (firstSearch)
                        {
                            UI.Label("please note the first search may take a few seconds.".green(), UI.AutoWidth());
                        }
                        else if (matchCount > 0)
                        {
                            String title = "Matches: ".green().bold() + $"{matchCount}".orange().bold();
                            if (matchCount > settings.searchLimit)
                            {
                                title += " => ".cyan() + $"{settings.searchLimit}".cyan().bold();
                            }
                            UI.Label(title, UI.ExpandWidth(false));
                        }
                        UI.Space(50);
                        UI.Label($"".green(), UI.AutoWidth());
                    }
                    UI.Space(10);

                    if (filteredBPs != null)
                    {
                        CharacterPicker.OnGUI();
                        UnitReference selected = CharacterPicker.GetSelectedCharacter();
                        var           bps      = filteredBPs;
                        if (selectedCollationIndex == 0)
                        {
                            selectedCollatedBPs = null;
                        }
                        if (selectedCollationIndex > 0)
                        {
                            if (collationChanged)
                            {
                                var key = collationKeys.ElementAt(selectedCollationIndex);

                                var selectedKey = collationKeys.ElementAt(selectedCollationIndex);

                                foreach (var group in collatedBPs)
                                {
                                    if (group.Key == selectedKey)
                                    {
                                        selectedCollatedBPs = group.Take(settings.searchLimit).ToArray();
                                    }
                                }
                                BlueprintListUI.needsLayout = true;
                            }
                            bps = selectedCollatedBPs;
                        }
                        BlueprintListUI.OnGUI(selected, bps, 0, remainingWidth, null, selectedTypeFilter);
                    }
                    UI.Space(25);
                }
            }
            return(null);
        }
コード例 #4
0
        public static IEnumerable OnGUI()
        {
            UI.ActionSelectionGrid(ref settings.selectedBPTypeFilter,
                                   blueprintTypeFilters.Select(tf => tf.name).ToArray(),
                                   10,
                                   (selected) => { UpdateSearchResults(); },
                                   UI.MinWidth(200));
            UI.Space(10);

            UI.BeginHorizontal();
            UI.ActionTextField(
                ref settings.searchText,
                "searhText",
                (text) => { },
                () => { UpdateSearchResults(); },
                UI.Width(400));
            UI.Label("Limit", UI.ExpandWidth(false));
            UI.ActionIntTextField(
                ref settings.searchLimit,
                "searchLimit",
                (limit) => { },
                () => { UpdateSearchResults(); },
                UI.Width(200));
            if (settings.searchLimit > 1000)
            {
                settings.searchLimit = 1000;
            }
            UI.Space(25);
            UI.Toggle("Show GUIs", ref settings.showAssetIDs);
            UI.Space(25);
            UI.Toggle("Dividers", ref settings.showDivisions);

            UI.EndHorizontal();
            UI.BeginHorizontal();
            UI.ActionButton("Search", () => {
                UpdateSearchResults();
            }, UI.AutoWidth());
            UI.Space(25);
            if (firstSearch)
            {
                UI.Label("please note the first search may take a few seconds.".green(), UI.AutoWidth());
            }
            else if (matchCount > 0)
            {
                String title = "Matches: ".green().bold() + $"{matchCount}".orange().bold();
                if (matchCount > settings.searchLimit)
                {
                    title += " => ".cyan() + $"{settings.searchLimit}".cyan().bold();
                }
                if (collatedBPs != null)
                {
                    foreach (var group in collatedBPs)
                    {
                        title += $" {group.Key} ({group.Count()})";
                    }
                }
                UI.Label(title, UI.ExpandWidth(false));
            }
            UI.Space(50);
            UI.Label("".green(), UI.AutoWidth());
            UI.EndHorizontal();
            UI.Space(10);

            if (filteredBPs != null)
            {
                CharacterPicker.OnGUI();
                UnitReference selected = CharacterPicker.GetSelectedCharacter();
                BlueprintListUI.OnGUI(selected, filteredBPs, collatedBPs, 0, null, selectedTypeFilter);
            }
            UI.Space(25);
            return(null);
        }
コード例 #5
0
        public static void OnGUI()
        {
#if DEBUG
            UI.Div(0, 25);
            var inventory = Game.Instance.Player.Inventory;
            var items     = inventory.ToList();
            UI.HStack("Inventory", 1,
                      () => {
                UI.ActionButton("Export", () => items.Export("inventory.json"), UI.Width(150));
                UI.Space(25);
                UI.ActionButton("Import", () => inventory.Import("inventory.json"), UI.Width(150));
                UI.Space(25);
                UI.ActionButton("Replace", () => inventory.Import("inventory.json", true), UI.Width(150));
            },
                      () => { }
                      );
#endif
            UI.Div(0, 25);
            UI.HStack("Loot", 1,
                      () => {
                UI.BindableActionButton(MassLootBox, UI.Width(200));
                UI.Space(5); UI.Label("Area exit loot screen useful with the mod Cleaner to clear junk loot mid dungeon leaving less clutter on the map".green());
            },
                      () => {
                UI.ActionButton("Reveal Ground Loot", () => LootHelper.ShowAllChestsOnMap(), UI.Width(200));
                UI.Space(210); UI.Label("Shows all chests/bags/etc on the map excluding hidden".green());
            },
                      () => {
                UI.ActionButton("Reveal Hidden Ground Loot", () => LootHelper.ShowAllChestsOnMap(true), UI.Width(200));
                UI.Space(210); UI.Label("Shows all chests/bags/etc on the map including hidden".green());
            },
                      () => {
                UI.ActionButton("Reveal Inevitable Loot", () => LootHelper.ShowAllInevitablePortalLoot(), UI.Width(200));
                UI.Space(210); UI.Label("Shows unlocked Inevitable Excess DLC rewards on the map".green());
            },
                      () => {
                UI.Toggle("Mass Loot Shows Everything When Leaving Map", ref settings.toggleMassLootEverything);
                UI.Space(100); UI.Label("Some items might be invisible until looted".green());
            },
                      () => {
                UI.Toggle("Color Items By Rarity", ref settings.toggleColorLootByRarity);
                UI.Space(25);
                using (UI.VerticalScope()) {
                    UI.Label($"This makes loot function like Diablo or Borderlands. {"Note: turning this off requires you to save and reload for it to take effect.".orange()}".green());
                    UI.Label("The coloring of rarity goes as follows:".green());
                    UI.HStack("Rarity".orange(), 1,
                              () => {
                        UI.Label("Trash".Rarity(RarityType.Trash).bold(), UI.rarityStyle, UI.Width(200));
                        UI.Space(5); UI.Label("Common".Rarity(RarityType.Common).bold(), UI.rarityStyle, UI.Width(200));
                        UI.Space(5); UI.Label("Uncommon".Rarity(RarityType.Uncommon).bold(), UI.rarityStyle, UI.Width(200));
                    },
                              () => {
                        UI.Space(3); UI.Label("Rare".Rarity(RarityType.Rare).bold(), UI.rarityStyle, UI.Width(200));
                        UI.Space(5); UI.Label("Epic".Rarity(RarityType.Epic).bold(), UI.rarityStyle, UI.Width(200));
                        UI.Space(5); UI.Label("Legendary".Rarity(RarityType.Legendary).bold(), UI.rarityStyle, UI.Width(200));
                    },
                              () => {
                        UI.Space(5); UI.Label("Mythic".Rarity(RarityType.Mythic).bold(), UI.rarityStyle, UI.Width(200));
                        UI.Space(5); UI.Label("Godly".Rarity(RarityType.Godly).bold(), UI.rarityStyle, UI.Width(200));
                        UI.Space(5); UI.Label("Notable".Rarity(RarityType.Notable).bold() + "*".orange().bold(), UI.rarityStyle, UI.Width(200));
                    },
                              () => {
                        UI.Space(3); UI.Label("*".orange().bold() + " Notable".Rarity(RarityType.Notable) + " denotes items that are deemed to be significant for plot reasons or have significant subtle properties".green(), UI.Width(615));
                    },
                              () => { }
                              );
                }

                // The following options let you configure loot filtering and auto sell levels:".green());
            },
#if false
                      () => UI.RarityGrid("Hide Level ", ref settings.lootFilterIgnore, 0, UI.AutoWidth()),
                      () => UI.RarityGrid("Auto Sell Level ", ref settings.lootFilterAutoSell, 0, UI.AutoWidth()),
#endif
                      () => { }
                      );
            UI.Div(0, 25);
            var isEmpty = true;
            UI.HStack("Loot Checklist", 1,
                      () => {
                var areaName = "";
                if (Main.IsInGame)
                {
                    areaName            = Game.Instance.CurrentlyLoadedArea.AreaDisplayName;
                    var areaPrivateName = Game.Instance.CurrentlyLoadedArea.name;
                    if (areaPrivateName != areaName)
                    {
                        areaName += $"\n({areaPrivateName})".yellow();
                    }
                }
                UI.Label(areaName.orange().bold(), UI.Width(300));
                UI.Label("Rarity: ".cyan(), UI.AutoWidth());
                UI.RarityGrid(ref settings.lootChecklistFilterRarity, 4, UI.AutoWidth());
            },
                      () => {
                UI.ActionTextField(
                    ref searchText,
                    "itemSearchText",
                    (text) => { },
                    () => { },
                    UI.Width(300));
                UI.Space(25); UI.Toggle("Show Friendly", ref settings.toggleLootChecklistFilterFriendlies);
                UI.Space(25); UI.Toggle("Blueprint", ref settings.toggleLootChecklistFilterBlueprint, UI.AutoWidth());
                UI.Space(25); UI.Toggle("Description", ref settings.toggleLootChecklistFilterDescription, UI.AutoWidth());
            },
                      () => {
                if (!Main.IsInGame)
                {
                    UI.Label("Not available in the Main Menu".orange()); return;
                }
                var presentGroups = LootHelper.GetMassLootFromCurrentArea().GroupBy(p => p.InteractionLoot != null ? "Containers" : "Units");
                var indent        = 3;
                using (UI.VerticalScope()) {
                    foreach (var group in presentGroups.Reverse())
                    {
                        var presents = group.AsEnumerable().OrderByDescending(p => {
                            var loot = p.GetLewtz(searchText);
                            if (loot.Count == 0)
                            {
                                return(0);
                            }
                            else
                            {
                                return((int)loot.Max(l => l.Rarity()));
                            }
                        });
                        var rarity = settings.lootChecklistFilterRarity;
                        var count  = presents.Where(p => p.Unit == null || (settings.toggleLootChecklistFilterFriendlies && !p.Unit.IsPlayersEnemy || p.Unit.IsPlayersEnemy) || (!settings.toggleLootChecklistFilterFriendlies && p.Unit.IsPlayersEnemy)).Count(p => p.GetLewtz(searchText).Lootable(rarity).Count() > 0);
                        UI.Label($"{group.Key.cyan()}: {count}");
                        UI.Div(indent);
                        foreach (var present in presents)
                        {
                            var pahtLewts = present.GetLewtz(searchText).Lootable(rarity).OrderByDescending(l => l.Rarity());
                            var unit      = present.Unit;
                            if (pahtLewts.Count() > 0 && (unit == null || (settings.toggleLootChecklistFilterFriendlies && !unit.IsPlayersEnemy || unit.IsPlayersEnemy) || (!settings.toggleLootChecklistFilterFriendlies && unit.IsPlayersEnemy)))
                            {
                                isEmpty = false;
                                UI.Div();
                                using (UI.HorizontalScope()) {
                                    UI.Space(indent);
                                    UI.Label($"{present.GetName()}".orange().bold(), UI.Width(325));
                                    if (present.InteractionLoot != null)
                                    {
                                        if (present.InteractionLoot?.Owner?.PerceptionCheckDC > 0)
                                        {
                                            UI.Label($" Perception DC: {present.InteractionLoot?.Owner?.PerceptionCheckDC}".green().bold(), UI.Width(125));
                                        }
                                        else
                                        {
                                            UI.Label($" Perception DC: NA".orange().bold(), UI.Width(125));
                                        }
                                        int?trickDc = present.InteractionLoot?.Owner?.Get <DisableDeviceRestrictionPart>()?.DC;
                                        if (trickDc > 0)
                                        {
                                            UI.Label($" Trickery DC: {trickDc}".green().bold(), UI.Width(125));
                                        }
                                        else
                                        {
                                            UI.Label($" Trickery DC: NA".orange().bold(), UI.Width(125));
                                        }
                                    }
                                    UI.Space(25);
                                    using (UI.VerticalScope()) {
                                        foreach (var lewt in pahtLewts)
                                        {
                                            var description = lewt.Blueprint.Description;
                                            var showBP      = settings.toggleLootChecklistFilterBlueprint;
                                            var showDesc    = settings.toggleLootChecklistFilterDescription && description != null && description.Length > 0;
                                            using (UI.HorizontalScope()) {
                                                //Main.Log($"rarity: {lewt.Blueprint.Rarity()} - color: {lewt.Blueprint.Rarity().color()}");
                                                UI.Label(lewt.Name.Rarity(lewt.Blueprint.Rarity()), showDesc || showBP ? UI.Width(350) : UI.AutoWidth());
                                                if (showBP)
                                                {
                                                    UI.Space(100); UI.Label(lewt.Blueprint.GetDisplayName().grey(), showDesc ? UI.Width(350) : UI.AutoWidth());
                                                }
                                                if (showDesc)
                                                {
                                                    UI.Space(100); UI.Label(description.StripHTML().green());
                                                }
                                            }
                                        }
                                    }
                                }
                                UI.Space(25);
                            }
                        }
                        UI.Space(25);
                    }
                }
            },
                      () => {
                if (isEmpty)
                {
                    using (UI.HorizontalScope()) {
                        UI.Label("No Loot Available".orange(), UI.AutoWidth());
                    }
                }
            }
                      );
        }