예제 #1
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 protected MiniMapOverlay(MiniMap minimap, MiniMapOverlayDef overlayDef)
 {
     this.minimap    = minimap;
     this.overlayDef = overlayDef;
     _hidden         = overlayDef.hiddenByDefault;
     dirty           = true;
 }
 protected MiniMapOverlay( MiniMap minimap, MiniMapOverlayDef overlayDef )
 {
     this.minimap = minimap;
     this.overlayDef = overlayDef;
     _hidden = overlayDef.hiddenByDefault;
     dirty = true;
 }
예제 #3
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        public MiniMapOverlay_Area(MiniMap minimap, MiniMapOverlayDef def, Area area) : base(minimap, def)
        {
            this.area = area;

            // initial update
            Update();
            texture.Apply();
        }
 public MiniMapOverlay_SecurityCameras( MiniMap minimap, MiniMapOverlayDef overlayDef )
     : base(minimap, overlayDef)
 {
     unmonitoredColor = new Color( 0.125f, 0.125f, 0.0f, 1.0f );
     unmonitoredInput = new LabeledInput_Color(
         this.unmonitoredColor,
         Data.Strings.OverlayUnmonitoredColor.Translate(),
         Data.Strings.OverlayUnmonitoredColorTip.Translate()
     );
     monitoredColor = new Color( 0.25f, 0.25f, 0.0f, 1.0f );
     monitoredInput = new LabeledInput_Color(
         this.monitoredColor,
         Data.Strings.OverlayMonitoredColor.Translate(),
         Data.Strings.OverlayMonitoredColorTip.Translate()
     );
 }
 public MiniMapOverlay_Colonists( MiniMap minimap, MiniMapOverlayDef overlayDef )
     : base(minimap, overlayDef)
 {
     radiusInput = new UI.LabeledInput_Float( radius, "MiniMap.CP.Radius".Translate(), "MiniMap.CP.RadiusTip".Translate() );
     colorInput = new UI.LabeledInput_Color( color, "MiniMap.CP.Color".Translate(), "MiniMap.CP.ColorTip".Translate() );
 }
예제 #6
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 public MiniMapOverlay_Fog(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
 }
예제 #7
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 public MiniMapOverlay_ViewPort(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
     colorInput = new UI.LabeledInput_Color(color, "MiniMap.ViewPort.Color".Translate(), "MiniMap.ViewPort.ColorTip".Translate());
 }
예제 #8
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 public MiniMapOverlay_Wildlife(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
     CreateInputFields();
 }
 public MiniMapOverlay_Colonists(MiniMap minimap, MiniMapOverlayDef overlayDef) : base(minimap, overlayDef)
 {
     radiusInput = new UI.LabeledInput_Float(radius, "MiniMap.CP.Radius".Translate(), "MiniMap.CP.RadiusTip".Translate());
     colorInput  = new UI.LabeledInput_Color(color, "MiniMap.CP.Color".Translate(), "MiniMap.CP.ColorTip".Translate());
 }
 public MiniMapOverlay_NonColonistPawns( MiniMap minimap, MiniMapOverlayDef overlayDef )
     : base(minimap, overlayDef)
 {
     CreateInputFields();
 }
예제 #11
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 public MiniMapOverlay_PlanningTool(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
     CreateInputFields();
 }
예제 #12
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 public MiniMapOverlay_PowerGrid(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
     CreateInputFields();
 }
예제 #13
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 public static MiniMapOverlay    FindOverlay(MiniMapOverlayDef overlayDef)
 {
     return(FindOverlay(overlayDef.defName));
 }
 public MiniMapOverlay_NonColonistPawns(MiniMap minimap, MiniMapOverlayDef overlayDef) : base(minimap, overlayDef)
 {
     CreateInputFields();
 }
 public MiniMapOverlay_Wildlife( MiniMap minimap, MiniMapOverlayDef overlayData )
     : base(minimap, overlayData)
 {
 }
예제 #16
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 public MiniMapOverlay_PowerGrid( MiniMap minimap, MiniMapOverlayDef overlayData )
     : base(minimap, overlayData)
 {
     CreateInputFields();
 }
예제 #17
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 public MiniMapOverlay_Terrain(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
 }
 public MiniMapOverlay_ViewPort( MiniMap minimap, MiniMapOverlayDef overlayData )
     : base(minimap, overlayData)
 {
     colorInput = new UI.LabeledInput_Color( color, "MiniMap.ViewPort.Color".Translate(), "MiniMap.ViewPort.ColorTip".Translate() );
 }
 protected MiniMapOverlay_Pawns(MiniMap minimap, MiniMapOverlayDef overlayData) : base(minimap, overlayData)
 {
 }