private static void AddFillersToSlot(List <Transform> slots, LocationLoadoutDef loadout, MechLabLocationWidget instance) { List <Image> images = new List <Image>(); foreach (var slot in slots) { var go = new GameObject(); var rect = go.AddComponent <RectTransform>(); rect.pivot = new Vector2(0.5f, 0.5f); rect.anchorMin = new Vector2(0, 0); rect.anchorMax = new Vector2(1, 1); rect.anchoredPosition = Vector2.zero; rect.sizeDelta = new Vector2(-6, -6); go.AddComponent <CanvasRenderer>(); var image = go.AddComponent <Image>(); image.color = Color.red; images.Add(image); rect.SetParent(slot, false); } var loc = new LocationInfo(instance, images, loadout); ReservedSlots.RegisterLocation(loc); }
public static void Validate(MechDef mechDef, ref Dictionary <MechValidationType, List <string> > errorMessages) { UniqueController.ValidationRulesCheck(mechDef, ref errorMessages); Armor.ValidationRulesCheck(mechDef, ref errorMessages); Structure.ValidationRulesCheck(mechDef, ref errorMessages); ReservedSlots.ValidationRulesCheck(mechDef, ref errorMessages); EngineHeat.ValidationRulesCheck(mechDef, ref errorMessages); EngineMisc.ValidationRulesCheck(mechDef, ref errorMessages); Gyro.ValidationRulesCheck(mechDef, ref errorMessages); Cockpit.ValidationRulesCheck(mechDef, ref errorMessages); }
public static void Postfix(MechLabPanel __instance, MechDef ___activeMechDef) { try { Current = __instance; } catch (Exception e) { Control.mod.Logger.LogError(e); } ReservedSlots.CurrentMechDef = ___activeMechDef; ReservedSlots.RefreshData(___activeMechDef); }
public static void Postfix(MechLabPanel __instance, MechDef ___activeMechDef) { ReservedSlots.RefreshData(___activeMechDef); }