private static void Postfix(Panel_FirstAid __instance) { GameObject newGameObject = NGUITools.AddChild(__instance.m_TimeWidgetPos, __instance.m_ColdStatusLabel.gameObject); newGameObject.transform.localPosition = new Vector3(-45, -22, 0); Solstice_RV.attachSeasonLabel(newGameObject); }
private static void Prefix(Panel_FirstAid __instance) { Transform airTempRow = __instance.m_AirTempLabel.transform.parent; Transform windChillRow = __instance.m_WindchillLabel.transform.parent; Transform feelsLikeRow = __instance.m_FeelsLikeLabel.transform.parent; GameObject storedCaloriesRow = NGUITools.AddChild(windChillRow.parent.gameObject, windChillRow.gameObject); storedCaloriesRow.name = "StoredCaloriesWarmthLabel"; UISprite icon = storedCaloriesRow.transform.Find("Stat Icon").GetComponent <UISprite>(); icon.spriteName = "ico_status_hunger4"; // old: ico_HUD_hunger, ico_Radial_food2 icon.transform.localPosition += new Vector3(-1, 0); // Tiny position nudge to center icon properly UILocalize nameLabel = storedCaloriesRow.transform.Find("Stat Label").GetComponent <UILocalize>(); //nameLabel.key = "GAMEPLAY_CalorieStore"; SetKey(nameLabel, "GAMEPLAY_CalorieStore"); const float basePos = 24; airTempRow.transform.localPosition = new Vector3(0, basePos, 0); windChillRow.transform.localPosition = new Vector3(0, basePos - 26, 0); storedCaloriesRow.transform.localPosition = new Vector3(0, basePos - 52, 0); feelsLikeRow.transform.localPosition -= new Vector3(0, 5, 0); }
private static void Postfix(Panel_FirstAid __instance) { Color red = __instance.m_PoorHealthStatusColor; Color green = InterfaceManager.m_Panel_ActionsRadial.m_FirstAidBuffColor; // Replace hunger bar calories with stored calories double storedCalories = HungerRevamped.Instance.storedCalories; __instance.m_CalorieStoreLabel.text = Convert.ToInt64(storedCalories).ToString(); __instance.m_CalorieStoreLabel.color = (storedCalories < 250.0) ? red : Color.white; // Set status labels to red when below starving hunger ratio Hunger hunger = HungerRevamped.Instance.hunger; float hungerRatio = Mathf.Clamp01(hunger.m_CurrentReserveCalories / hunger.m_MaxReserveCalories); __instance.m_HungerPercentLabel.color = (hungerRatio < Tuning.hungerLevelStarving) ? red : Color.white; __instance.m_HungerStatusLabel.color = (hungerRatio < Tuning.hungerLevelStarving) ? red : green; // Adjust hunger status labels (starving, ravenous, hungry, peckish, full) int hungerLevel = 0; while (hungerLevel < HUNGER_LEVELS.Length && hungerRatio >= HUNGER_LEVELS[hungerLevel]) { ++hungerLevel; } __instance.m_HungerStatusLabel.text = Localization.Get(__instance.m_HungerStatusLocIDs[hungerLevel]); // Adjust stored calories freezing bonus Transform container = __instance.m_WindchillLabel.gameObject.transform.parent.parent; UILabel label = container.Find("StoredCaloriesWarmthLabel/Stat Value").GetComponent <UILabel>(); float warmthBonus = HungerRevamped.Instance.GetStoredCaloriesWarmthBonus(); label.text = Utils.GetTemperatureString(warmthBonus, true, true, false); label.color = (warmthBonus >= 0) ? Color.white : __instance.m_PoorHealthStatusColor; }
private static void Prefix(Panel_FirstAid __instance) { if (initialized) { return; } initialized = true; CenterStatusLabel(__instance.m_ColdStatusLabel); CenterStatusLabel(__instance.m_FatigueStatusLabel); CenterStatusLabel(__instance.m_ThirstStatusLabel); CenterStatusLabel(__instance.m_HungerStatusLabel); ActivateAndMovePercentLabel(__instance.m_ColdPercentLabel); ActivateAndMovePercentLabel(__instance.m_FatiguePercentLabel); ActivateAndMovePercentLabel(__instance.m_ThirstPercentLabel); ActivateAndMovePercentLabel(__instance.m_HungerPercentLabel); ActivateAndMoveConditionLabel(__instance.m_LabelConditionPercent); }