private static void Postfix(HomeSystem __instance) { if (!Main.enabled && Main.binding_key) { return; } EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(HomeSystem), "CloseHomeSystem", () => { //依次检测子窗口,顺序很重要 // 如果制造窗口开着,就不处理 if (MakeSystem.instance.makeWindowBack.gameObject.activeInHierarchy == true) { return(false); } // 如果商店窗口开着,就不处理 if (ShopSystem.instance.shopWindow.activeInHierarchy == true || BookShopSystem.instance.shopWindow.activeInHierarchy == true || SystemSetting.instance.SystemSettingWindow.activeInHierarchy == true) { return(false); } // setstudyWindow if (HomeSystem.instance.setStudyWindow.gameObject.activeInHierarchy == true) { HomeSystem.instance.CloseSetStudyWindow(); return(false); } // studywindow if (HomeSystem.instance.studyWindow.activeInHierarchy == true) { HomeSystem.instance.CloseStudyWindow(); return(false); } //bookWindow if (HomeSystem.instance.bookWindow.activeInHierarchy == true) { HomeSystem.instance.CloseBookWindow(); return(false); } //building window if (HomeSystem.instance.buildingWindow.gameObject.activeInHierarchy == true) { HomeSystem.instance.CloseBuildingWindow(); return(false); } return(HomeSystem.instance.homeSystem.activeInHierarchy); }); }
private static void Postfix(MakeSystem __instance) { if (!Main.enabled && Main.binding_key) { return; } EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(MakeSystem), "CloseMakeWindow", () => { return(MakeSystem.instance.makeWindowBack.gameObject.activeInHierarchy); }); }
private static void Postfix(SystemSetting __instance) { if (!Main.enabled && Main.binding_key) { return; } EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(SystemSetting), "CloseSettingWindow", () => { return(SystemSetting.instance.SystemSettingWindow.activeInHierarchy); }); }
private static void Postfix(WorldMapSystem __instance) { if (!Main.enabled && Main.binding_key) { return; } EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(ActorMenu), "CloseActorMenu", () => { return(ActorMenu.instance.actorMenu.activeInHierarchy); }); }
private static void Postfix(WorldMapSystem __instance) { if (!Main.enabled && Main.binding_key) { return; } EscClose newobj = __instance.partWorldMapWindow.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(WorldMapSystem), "ColsePartWorldMapWindow", () => { // 如果 剧情/奇遇 窗口开着,就不处理 if (StorySystem.instance.toStoryIsShow == true || StorySystem.instance.storySystem.activeInHierarchy == true) { return(false); } // 如果制造窗口开着,就不处理 if (MakeSystem.instance.makeWindowBack.gameObject.activeInHierarchy == true) { return(false); } // 如果商店窗口开着,就不处理 if (ShopSystem.instance.shopWindow.activeInHierarchy == true || BookShopSystem.instance.shopWindow.activeInHierarchy == true || SystemSetting.instance.SystemSettingWindow.activeInHierarchy == true) { return(false); } //关闭工作窗口 //if(WorldMapSystem.instance.choo) return(WorldMapSystem.instance.partWorldMapWindow.activeInHierarchy); }); }
private static void Postfix(HomeSystem __instance) { EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(HomeSystem), "CloseHomeSystem"); }
private static void Postfix(WorldMapSystem __instance) { EscClose newobj = __instance.partWorldMapWindow.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(WorldMapSystem), "ColsePartWorldMapWindow"); }
private static void Postfix(WorldMapSystem __instance) { EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(ActorMenu), "CloseActorMenu"); }
private static void Postfix(HomeSystem __instance) { if (!Main.enabled || Main.binding_key || !Main.settings.enable_close) { return; } EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(HomeSystem), "CloseHomeSystem", () => { //依次检测子窗口,顺序很重要 // 如果制造窗口开着,就不处理 if (MakeSystem.instance.makeWindowBack.gameObject.activeInHierarchy == true) { return(false); } // 如果商店窗口开着,就不处理 if (ShopSystem.instance.shopWindow.activeInHierarchy == true || BookShopSystem.instance.shopWindow.activeInHierarchy == true || SystemSetting.instance.SystemSettingWindow.activeInHierarchy == true) { return(false); } //Warehouse window if (Warehouse.instance.warehouseWindow.gameObject.activeInHierarchy == true) { Warehouse.instance.CloseWarehouse(); return(false); } //bookWindow if (HomeSystem.instance.bookWindow.activeInHierarchy == true) { HomeSystem.instance.CloseBookWindow(); return(false); } // setstudyWindow if (HomeSystem.instance.setStudyWindow.gameObject.activeInHierarchy == true) { HomeSystem.instance.CloseSetStudyWindow(); return(false); } // studywindow if (HomeSystem.instance.studyWindow.activeInHierarchy == true) { HomeSystem.instance.CloseStudyWindow(); return(false); } //working actor if (HomeSystem.instance.actorListWindow.activeInHierarchy == true) { HomeSystem.instance.CloseActorWindow(); return(false); } //ququbox if (QuquBox.instance.ququBoxWindow.activeInHierarchy == true) { QuquBox.instance.CloseQuquBox(); return(false); } //building window if (HomeSystem.instance.buildingWindow.gameObject.activeInHierarchy == true) { HomeSystem.instance.CloseBuildingWindow(); return(false); } return(HomeSystem.instance.homeSystem.activeInHierarchy); }); }