//Load local RICO settings.
        public void LocalSettings()
        {
            try
            {
                PloppableRICODefinition localSettings = null;

                var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));

                using (StreamReader streamReader = new System.IO.StreamReader("LocalRICOSettings.xml"))
                {
                    localSettings = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
                }

                foreach (var buildingDef in localSettings.Buildings)
                {
                    if (PrefabCollection <BuildingInfo> .FindLoaded(buildingDef.name) != null)
                    {
                        var buildingPrefab = PrefabCollection <BuildingInfo> .FindLoaded(buildingDef.name);

                        if (buildingPrefab != null)
                        {
                            //Add local RICO settings to dictionary
                            var local = new PloppableRICODefinition.Building();
                            local = buildingDef;
                            xmlData[buildingPrefab].local    = local;
                            xmlData[buildingPrefab].hasLocal = true;
                        }
                    }
                }
            }
            catch (Exception e)
            {
                Debug.LogException(e);
            }
        }
        /// <summary>
        /// Saves the current RICO settings to file.
        /// </summary>
        private void Save()
        {
            // Read current settings from UI elements and convert to XML.
            SettingsPanel.Panel.Save();

            // If the local settings file doesn't already exist, create a new blank template.
            if (!File.Exists("LocalRICOSettings.xml"))
            {
                PloppableRICODefinition newLocalSettings = new PloppableRICODefinition();
                XmlSerializer           xmlSerializer    = new XmlSerializer(typeof(PloppableRICODefinition));

                // Create blank file template.
                using (XmlWriter writer = XmlWriter.Create("LocalRICOSettings.xml"))
                {
                    xmlSerializer.Serialize(writer, newLocalSettings);
                }
            }

            // Check that file exists before continuing (it really should at this point, but just in case).
            if (File.Exists("LocalRICOSettings.xml"))
            {
                PloppableRICODefinition oldLocalSettings;
                PloppableRICODefinition newLocalSettings = new PloppableRICODefinition();
                XmlSerializer           xmlSerializer    = new XmlSerializer(typeof(PloppableRICODefinition));

                // Read existing file.
                using (StreamReader streamReader = new StreamReader("LocalRICOSettings.xml"))
                {
                    oldLocalSettings = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
                }

                // Loop though all buildings in the existing file. If they aren't the current selection, write them back to the replacement file.
                foreach (RICOBuilding buildingDef in oldLocalSettings.Buildings)
                {
                    if (buildingDef.Name != currentSelection.name)
                    {
                        newLocalSettings.Buildings.Add(buildingDef);
                    }
                }

                // If current selection has local settings, add them to the replacement file.
                if (currentSelection.hasLocal)
                {
                    newLocalSettings.Buildings.Add(currentSelection.local);
                }

                // Write replacement file to disk.
                using (TextWriter writer = new StreamWriter("LocalRICOSettings.xml"))
                {
                    xmlSerializer.Serialize(writer, newLocalSettings);
                }
            }
            else
            {
                Logging.Error("couldn't find local settings file to save");
            }

            // Force an update of all panels with current values.
            SettingsPanel.Panel.UpdateSelectedBuilding(currentSelection);
        }
        //This is called by the settings panel. It will serialize any new local settings the player sets in game.
        public static void SaveLocal(PloppableRICODefinition.Building newBuildingData)
        {
            Debug.Log("SaveLocal");

            if (File.Exists("LocalRICOSettings.xml") && newBuildingData != null)
            {
                PloppableRICODefinition localSettings = null;
                var newlocalSettings = new PloppableRICODefinition();

                var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));

                using (StreamReader streamReader = new System.IO.StreamReader("LocalRICOSettings.xml"))
                {
                    localSettings = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
                }

                foreach (var buildingDef in localSettings.Buildings)
                {
                    if (buildingDef.name != newBuildingData.name)
                    {
                        newlocalSettings.Buildings.Add(buildingDef);
                    }
                }

                //newBuildingData.name = newBuildingData.name;
                newlocalSettings.Buildings.Add(newBuildingData);

                using (TextWriter writer = new StreamWriter("LocalRICOSettings.xml"))
                {
                    xmlSerializer.Serialize(writer, newlocalSettings);
                }
            }
        }
예제 #4
0
        private static void addCrpShit(PloppableRICODefinition ricoDef)
        {
            var crpPath = Util.crpFileIn(ricoDef.sourceFile.Directory);

            if (crpPath != null)
            {
                foreach (var building in ricoDef.Buildings)
                {
                    building.crpData = crpDataProvider.getCrpData(crpPath.FullName);
                }
            }
        }
예제 #5
0
 public static string ricoDataXml(PloppableRICODefinition RicoDefinition)
 {
     try
     {
         var ms            = new MemoryStream();
         var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));
         xmlSerializer.Serialize(ms, RicoDefinition);
         ms.Seek(0, SeekOrigin.Begin);
         return(ms.ToString());
     }
     catch
     { }
     return("");
 }
예제 #6
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 public static bool saveRicoData(string fileName, PloppableRICODefinition RicoDefinition)
 {
     try
     {
         var streamWriter  = new System.IO.StreamWriter(fileName);
         var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));
         xmlSerializer.Serialize(streamWriter, RicoDefinition);
         streamWriter.Close();
         return(true);
     }
     catch
     { }
     return(false);
 }
예제 #7
0
        public void Save()
        {
            RICOSettingsPanel.instance.Save();

            if (!File.Exists("LocalRICOSettings.xml"))
            {
                var newlocalSettings = new PloppableRICODefinition();
                var xmlSerializer    = new XmlSerializer(typeof(PloppableRICODefinition));

                using (XmlWriter writer = XmlWriter.Create("LocalRICOSettings.xml"))
                {
                    xmlSerializer.Serialize(writer, newlocalSettings);
                }
            }

            if (File.Exists("LocalRICOSettings.xml"))
            {
                PloppableRICODefinition localSettings;
                var newlocalSettings = new PloppableRICODefinition();

                var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));

                using (StreamReader streamReader = new System.IO.StreamReader("LocalRICOSettings.xml"))
                {
                    localSettings = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
                }

                //Loop though all buildings in the file. If they arent the current selection, write them back to file.
                foreach (var buildingDef in localSettings.Buildings)
                {
                    if (buildingDef.name != currentSelection.name)
                    {
                        newlocalSettings.Buildings.Add(buildingDef);
                    }
                }

                //If current selection has local settings, add them to file.
                if (currentSelection.hasLocal)
                {
                    newlocalSettings.Buildings.Add(currentSelection.local);
                }

                using (TextWriter writer = new StreamWriter("LocalRICOSettings.xml"))
                {
                    xmlSerializer.Serialize(writer, newlocalSettings);
                }
            }
        }
        //Load settings from settings mods. (Currently disabled)
        public void ModSettings()
        {
            var workshopModSettingsPath = Path.Combine(Util.SettingsModPath("629850626"), "WorkshopRICOSettings.xml");
            var xmlSerializer           = new XmlSerializer(typeof(PloppableRICODefinition));

            PloppableRICODefinition workshopSettings = null;

            using (StreamReader streamReader = new System.IO.StreamReader(workshopModSettingsPath))
            {
                workshopSettings = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
            }
            foreach (var buildingDef in workshopSettings.Buildings)
            {
                if (PrefabCollection <BuildingInfo> .FindLoaded(buildingDef.name) != null)
                {
                    var buildingPrefab = PrefabCollection <BuildingInfo> .FindLoaded(buildingDef.name);

                    //Add settings mod settings here
                }
            }
        }
        /// <summary>
        /// Called by the game when the mod is initialised at the start of the loading process.
        /// </summary>
        /// <param name="loading">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnCreated(ILoading loading)
        {
            base.OnCreated(loading);

            // Don't do anything if not in game (e.g. if we're going into an editor).
            if (loading.currentMode != AppMode.Game)
            {
                isModEnabled = false;
                Logging.KeyMessage("not loading into game, skipping activation");

                // Set harmonyLoaded flag to suppress Harmony warning when e.g. loading into editor.
                harmonyLoaded = true;

                // Unload Harmony patches and exit before doing anything further.
                Patcher.UnpatchAll();
                return;
            }

            // Ensure that Harmony patches have been applied.
            harmonyLoaded = Patcher.Patched;
            if (!harmonyLoaded)
            {
                isModEnabled = false;
                Logging.Error("Harmony patches not applied; aborting");
                return;
            }

            // Check for mod conflicts.
            if (ModUtils.IsModConflict())
            {
                // Conflict detected.
                conflictingMod = true;
                isModEnabled   = false;

                // Unload Harmony patches and exit before doing anything further.
                Patcher.UnpatchAll();
                return;
            }

            // Passed all checks - okay to load (if we haven't already fo some reason).
            if (!isModEnabled)
            {
                isModEnabled = true;
                Logging.KeyMessage("v " + PloppableRICOMod.Version + " loading");

                // Check for other mods, including any soft conflicts.
                softModConflct = ModUtils.CheckMods();

                // Check for Advanced Building Level Control.
                ModUtils.ABLCReflection();

                // Create instances if they don't already exist.
                if (convertPrefabs == null)
                {
                    convertPrefabs = new ConvertPrefabs();
                }

                if (xmlManager == null)
                {
                    xmlManager = new RICOPrefabManager
                    {
                        prefabHash = new Dictionary <BuildingInfo, BuildingData>(),
                    };
                }

                // Reset broken prefabs list.
                brokenPrefabs = new List <BuildingInfo>();

                // Read any local RICO settings.
                string ricoDefPath = "LocalRICOSettings.xml";
                localRicoDef = null;

                if (!File.Exists(ricoDefPath))
                {
                    Logging.Message("no ", ricoDefPath, " file found");
                }
                else
                {
                    localRicoDef = RICOReader.ParseRICODefinition(ricoDefPath, isLocal: true);

                    if (localRicoDef == null)
                    {
                        Logging.Message("no valid definitions in ", ricoDefPath);
                    }
                }
            }
        }
예제 #10
0
        /// <summary>
        /// Called by the game when the mod is initialised at the start of the loading process.
        /// </summary>
        /// <param name="loading">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnCreated(ILoading loading)
        {
            // Don't do anything if not in game (e.g. if we're going into an editor).
            if (loading.currentMode != AppMode.Game)
            {
                isModEnabled = false;
                Debugging.Message("not loading into game, skipping activation");
            }
            else
            {
                // Check for conflicting (and other) mods.
                isModEnabled = ModUtils.CheckMods();
            }

            // If we're not enabling the mod due to one of the above checks failing, unapply Harmony patches before returning without doing anything.
            if (!isModEnabled)
            {
                Patcher.UnpatchAll();
                return;
            }

            // Make sure patches have been applied before proceeding.
            if (!Patcher.Patched)
            {
                Debugging.Message("Harmony patches not applied, exiting");
                isModEnabled = false;
                return;
            }

            // Otherwise, game on!
            Debugging.Message("v" + PloppableRICOMod.Version + " loading");

            // Ensure patch watchdog flag is properly initialised.
            patchOperating = false;

            // Create instances if they don't already exist.
            if (convertPrefabs == null)
            {
                convertPrefabs = new ConvertPrefabs();
            }

            if (xmlManager == null)
            {
                xmlManager = new RICOPrefabManager
                {
                    prefabHash = new Dictionary <BuildingInfo, BuildingData>(),
                    prefabList = new List <BuildingData>()
                };
            }

            // Read mod settings.
            SettingsFile settingsFile = Configuration <SettingsFile> .Load();

            Settings.plainThumbs  = settingsFile.PlainThumbs;
            Settings.debugLogging = settingsFile.DebugLogging;
            Settings.resetOnLoad  = settingsFile.ResetOnLoad;

            // Read any local RICO settings.
            string ricoDefPath = "LocalRICOSettings.xml";

            localRicoDef = null;

            if (!File.Exists(ricoDefPath))
            {
                Debugging.Message("no " + ricoDefPath + " file found");
            }
            else
            {
                localRicoDef = RICOReader.ParseRICODefinition("", ricoDefPath, insanityOK: true);

                if (localRicoDef == null)
                {
                    Debugging.Message("no valid definitions in " + ricoDefPath);
                }
            }

            base.OnCreated(loading);
        }
        public static bool Prefix(BuildingInfo __instance)
        {
            // Basic sanity check before proceeding; if failed, don't do anything here - just continue on to game method.
            if (__instance.name == null)
            {
                return(true);
            }

            // Create a new building record for this prefab and add it to our lists.
            BuildingData buildingData = new BuildingData
            {
                prefab   = __instance,
                name     = __instance.name,
                density  = Loading.xmlManager.SetPrefabDensity(__instance),
                category = Loading.xmlManager.AssignCategory(__instance),
            };

            Loading.xmlManager.prefabHash[__instance] = buildingData;

            // Add to broken prefabs list (will be removed later if it's not broken).
            Loading.brokenPrefabs.Add(__instance);

            // Search for PloppableRICODefinition.xml files with this asset.
            // Need to use FindAssetByName(string, AssetType) because FindAssetByName(string) doesn't catch all assets at this stage of initialisation
            // (those two methods are more different than you might think - discovered that the hard way).
            Package.Asset asset = PackageManager.FindAssetByName(__instance.name, Package.AssetType.Object);

            // Get custom asset filesystem location (if CRP pacakge).
            string crpPath = asset?.package?.packagePath;

            if (!string.IsNullOrEmpty(crpPath))
            {
                // Look for RICO settings file.
                string ricoDefPath = Path.Combine(Path.GetDirectoryName(crpPath), "PloppableRICODefinition.xml");

                if (File.Exists(ricoDefPath))
                {
                    // Parse the file.
                    PloppableRICODefinition tempRicoDef = RICOReader.ParseRICODefinition(ricoDefPath);

                    if (tempRicoDef != null)
                    {
                        foreach (RICOBuilding buildingDef in tempRicoDef.Buildings)
                        {
                            // Go through each building parsed and check to see if we've got a match for this prefab.
                            if (MatchRICOName(buildingDef.Name, __instance.name, asset.package.packageName))
                            {
                                // Match!  Add these author settings to our prefab dictionary.
                                Logging.Message("found author settings for ", buildingDef.Name);
                                Loading.xmlManager.prefabHash[__instance].author    = buildingDef;
                                Loading.xmlManager.prefabHash[__instance].hasAuthor = true;
                            }
                        }
                    }
                }
            }


            // Check for and add any local settings for this prefab to our list.
            if (Loading.localRicoDef != null)
            {
                // Step through our previously loaded local settings and see if we've got a match.
                foreach (RICOBuilding buildingDef in Loading.localRicoDef.Buildings)
                {
                    if (buildingDef.Name.Equals(__instance.name))
                    {
                        // Match!  Add these author settings to our prefab dictionary.
                        Loading.xmlManager.prefabHash[__instance].local    = buildingDef;
                        Loading.xmlManager.prefabHash[__instance].hasLocal = true;
                    }
                }
            }


            // Check for any Workshop RICO mod settings for this prefab.
            if (Loading.mod1RicoDef != null)
            {
                // Step through our previously loaded local settings and see if we've got a match.
                foreach (RICOBuilding buildingDef in Loading.mod1RicoDef.Buildings)
                {
                    if (buildingDef.Name.Equals(__instance.name))
                    {
                        // Match!  Add these author settings to our prefab dictionary.
                        Loading.xmlManager.prefabHash[__instance].mod    = buildingDef;
                        Loading.xmlManager.prefabHash[__instance].hasMod = true;
                    }
                }
            }

            // Check for Modern Japan CCP mod settings for this prefab.
            if (Loading.mod2RicoDef != null)
            {
                // Step through our previously loaded local settings and see if we've got a match.
                foreach (RICOBuilding buildingDef in Loading.mod2RicoDef.Buildings)
                {
                    if (buildingDef.Name.Equals(__instance.name))
                    {
                        // Match!  Add these author settings to our prefab dictionary.
                        Loading.xmlManager.prefabHash[__instance].mod    = buildingDef;
                        Loading.xmlManager.prefabHash[__instance].hasMod = true;
                    }
                }
            }


            // Apply appropriate RICO settings to prefab.
            if (Loading.convertPrefabs != null)
            {
                // Start with local settings.
                if (Loading.xmlManager.prefabHash[__instance].hasLocal)
                {
                    // If local settings disable RICO, dont convert.
                    if (Loading.xmlManager.prefabHash[__instance].local.ricoEnabled)
                    {
                        Loading.convertPrefabs.ConvertPrefab(Loading.xmlManager.prefabHash[__instance].local, __instance);
                    }
                }
                // If no local settings, apply author settings.
                else if (Loading.xmlManager.prefabHash[__instance].hasAuthor)
                {
                    // If author settings disable RICO, dont convert.
                    if (Loading.xmlManager.prefabHash[__instance].author.ricoEnabled)
                    {
                        Loading.convertPrefabs.ConvertPrefab(Loading.xmlManager.prefabHash[__instance].author, __instance);
                    }
                }
                // If none of the above, apply mod settings.
                else if (Loading.xmlManager.prefabHash[__instance].hasMod)
                {
                    // If mod settings disable RICO, dont convert.
                    if (Loading.xmlManager.prefabHash[__instance].mod.ricoEnabled)
                    {
                        Loading.convertPrefabs.ConvertPrefab(Loading.xmlManager.prefabHash[__instance].mod, __instance);
                    }
                }
                else
                {
                    // No RICO settings; replicate game InitializePrefab checks overridden by transpiler.
                    int privateServiceIndex = ItemClass.GetPrivateServiceIndex(__instance.m_class.m_service);
                    if (privateServiceIndex != -1)
                    {
                        if (__instance.m_placementStyle == ItemClass.Placement.Manual)
                        {
                            throw new PrefabException(__instance, "Private building cannot have manual placement style");
                        }
                        if (__instance.m_paths != null && __instance.m_paths.Length != 0)
                        {
                            throw new PrefabException(__instance, "Private building cannot include roads or other net types");
                        }
                    }
                }
            }
            else
            {
                // This means that there's been a significant failure.  Ploppable RICO settings can't be applied.
                Logging.Error("convertPrefabs not initialised");
            }

            // Continue on to execute game InitializePrefab.
            return(true);
        }
예제 #12
0
        //Load RICO Settings from asset folders
        public void AssetSettings()
        {
            var ricoDefParseErrors = new HashSet <string>();
            var checkedPaths       = new List <string>();

            for (uint i = 0; i < PrefabCollection <BuildingInfo> .LoadedCount(); i++)
            {
                var prefab = PrefabCollection <BuildingInfo> .GetLoaded(i);

                if (prefab == null)
                {
                    continue;
                }

                // search for PloppableRICODefinition.xml
                var asset = PackageManager.FindAssetByName(prefab.name);
                if (asset == null || asset.package == null)
                {
                    continue;
                }

                var crpPath = asset.package.packagePath;
                if (crpPath == null)
                {
                    continue;
                }

                var ricoDefPath = Path.Combine(Path.GetDirectoryName(crpPath), "PloppableRICODefinition.xml");

                // skip files which were already parsed
                if (checkedPaths.Contains(ricoDefPath))
                {
                    continue;
                }
                checkedPaths.Add(ricoDefPath);

                if (!File.Exists(ricoDefPath))
                {
                    continue;
                }

                PloppableRICODefinition ricoDef = null;

                var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));
                try
                {
                    using (StreamReader streamReader = new System.IO.StreamReader(ricoDefPath))
                    {
                        ricoDef = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
                    }
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                    ricoDefParseErrors.Add(asset.package.packageName + " - " + e.Message);
                    continue;
                }

                if (ricoDef == null || ricoDef.Buildings == null || ricoDef.Buildings.Count == 0)
                {
                    ricoDefParseErrors.Add(asset.package.packageName + " - ricoDef is null or empty.");
                    continue;
                }

                foreach (var buildingDef in ricoDef.Buildings)
                {
                    if (buildingDef == null || buildingDef.name == null)
                    {
                        ricoDefParseErrors.Add(asset.package.packageName + " - Building name missing.");
                        continue;
                    }

                    var buildingPrefab = FindPrefab(buildingDef.name, asset.package.packageName);

                    if (buildingPrefab == null)
                    {
                        ricoDefParseErrors.Add(asset.package.packageName + " - Building with name " + buildingDef.name + " not loaded.");
                        continue;
                    }

                    try
                    {
                        UnityEngine.Debug.Log($"data index: {buildingPrefab.m_prefabDataIndex}");

                        if (buildingPrefab != null)
                        {
                            //Add asset author settings to dictionary.
                            var author = new PloppableRICODefinition.Building();
                            author = buildingDef;
                            xmlData[buildingPrefab].author    = author;
                            xmlData[buildingPrefab].hasAuthor = true;
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e);
                        ricoDefParseErrors.Add(asset.package.packageName + " - " + e.Message);
                    }
                }
            }

            if (ricoDefParseErrors.Count > 0)
            {
                var errorMessage = "Error while parsing Ploppable RICO definition file(s). Contact the author of the assets. \n"
                                   + "List of errors:\n";
                foreach (var error in ricoDefParseErrors)
                {
                    errorMessage += error + '\n';
                }

                UIView.library.ShowModal <ExceptionPanel>("ExceptionPanel").SetMessage("Ploppable RICO", errorMessage, true);
            }
        }
        /// <summary>
        /// Loads and parses the given RICO file.
        /// </summary>
        /// <param name="ricoDefPath">Definition file path</param>
        /// <param name="isLocal">True if this is a local settings file, false for author settings file</param>
        /// <returns>Parsed Ploppable RICO definition file</returns>
        public static PloppableRICODefinition ParseRICODefinition(string ricoDefPath, bool isLocal = false)
        {
            // Local settings flag.
            string localOrAuthor = isLocal ? "local" : "author";

            try
            {
                // Open file.
                using (StreamReader reader = new StreamReader(ricoDefPath))
                {
                    // Create new XML (de)serializer
                    XmlAttributes       attrs = new XmlAttributes();
                    XmlElementAttribute attr  = new XmlElementAttribute
                    {
                        ElementName = "RICOBuilding",
                        Type        = typeof(RICOBuilding)
                    };
                    XmlAttributeOverrides attrOverrides = new XmlAttributeOverrides();
                    attrOverrides.Add(typeof(RICOBuilding), "Building", attrs);

                    // Read XML.
                    XmlSerializer           xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition), attrOverrides);
                    PloppableRICODefinition result        = xmlSerializer.Deserialize(reader) as PloppableRICODefinition;

                    StringBuilder errorList;

                    if (result.Buildings.Count == 0)
                    {
                        Logging.Message("no parseable buildings in ", localOrAuthor, " XML settings file at ", ricoDefPath);
                    }
                    else
                    {
                        foreach (RICOBuilding building in result.Buildings)
                        {
                            // Check for fatal errors in each building.
                            errorList = building.FatalErrors;
                            if (errorList.Length == 0)
                            {
                                // No fatal errors; check for non-fatal errors.
                                errorList = building.NonFatalErrors;

                                if (errorList.Length != 0)
                                {
                                    if (isLocal && building.ricoEnabled)
                                    {
                                        // Errors in local settings need to be reported, except for buildings that aren't activated in RICO (e.g. for when the user has de-activated a RICO builidng with issues).
                                        Logging.Error("non-fatal errors for building '", building.Name, "' in local settings:\r\n", errorList);
                                    }
                                    else
                                    {
                                        // Errors in other settings should be logged if verbose logging is enabled, but otherwise continue.
                                        Logging.Message("non-fatal errors for building '", building.Name, "' in author settings:\r\n", errorList);
                                    }
                                }
                            }
                            else
                            {
                                // Fatal errors!  Need to be reported direct to user and the building ignored.
                                Logging.Error("fatal errors for building '", building.Name, "' in ", localOrAuthor, " settings:\r\n", errorList);
                            }
                        }
                    }

                    reader.Close();

                    return(result);
                }
            }
            catch (Exception e)
            {
                Logging.LogException(e, "Unexpected Exception while deserializing ", localOrAuthor, " RICO file at ", ricoDefPath);
                return(null);
            }
        }
예제 #14
0
        void RicoSettings(Dictionary <string, string> foo, bool isLocal = false, bool isAuthored = false, bool isMod = false)
        {
            var allParseErrors = new List <string>();

            foreach (var packageId in foo.Keys)
            {
                var ricoDefPath = foo[packageId];

                if (!File.Exists(ricoDefPath))
                {
                    continue;
                }

                PloppableRICODefinition ricoDef = null;

                if (isLocal == true)
                {
                    ricoDef = RICOReader.ParseRICODefinition(packageId, ricoDefPath, insanityOK: true);
                }
                else
                {
                    ricoDef = RICOReader.ParseRICODefinition(packageId, ricoDefPath);
                }

                if (ricoDef != null)
                {
                    //Debug.Log("RICO Def isnt null");
                    var j = 0;
                    foreach (var buildingDef in ricoDef.Buildings)
                    {
                        j++;
                        BuildingInfo prefab;

                        prefab = Util.FindPrefab(buildingDef.name, packageId);

                        if (prefab != null)
                        {
                            if (prefabHash.ContainsKey(prefab))
                            {
                                if (isAuthored)
                                {
                                    prefabHash[prefab].author    = buildingDef;
                                    prefabHash[prefab].hasAuthor = true;
                                }
                                else if (isLocal)
                                {
                                    prefabHash[prefab].local    = buildingDef;
                                    prefabHash[prefab].hasLocal = true;
                                }
                                else if (isMod)
                                {
                                    //Debug.Log(prefabHash[pf].name + " Has Mod");
                                    prefabHash[prefab].mod    = buildingDef;
                                    prefabHash[prefab].hasMod = true;
                                }
                            }

                            allParseErrors.AddRange(ricoDef.errors);
                        }
                    }
                }
                else
                {
                    allParseErrors.AddRange(RICOReader.LastErrors);
                }
            }

            if (allParseErrors.Count > 0)
            {
                var errorMessage = new StringBuilder();
                foreach (var error in allParseErrors)
                {
                    errorMessage.Append(error).Append('\n');
                }

                UIView.library.ShowModal <ExceptionPanel>("ExceptionPanel").SetMessage("Ploppable RICO", errorMessage.ToString(), true);
            }
        }
        private void SetupControls()
        {
            save      = UIUtils.CreateButton(this);
            save.text = "Save";

            addLocal      = UIUtils.CreateButton(this);
            addLocal.text = "Add Local";

            addLocal.eventClick += (c, p) =>
            {
                if (currentSelection.hasLocal == false)
                {
                    var newlocal = new PloppableRICODefinition.Building();
                    currentSelection.hasLocal   = true;
                    currentSelection.local      = newlocal;
                    currentSelection.local.name = currentSelection.name;
                }
            };

            removeLocal      = UIUtils.CreateButton(this);
            removeLocal.text = "Remove Local";

            save.eventClick += (c, p) =>
            {
                //Serialize the new RICO settings.
                //XMLManager.SaveLocal(currentSelection.local);
                RICOSettingsPanel.instance.Save();

                if (File.Exists("LocalRICOSettings.xml") && currentSelection.local != null)
                {
                    PloppableRICODefinition localSettings;
                    var newlocalSettings = new PloppableRICODefinition();

                    var xmlSerializer = new XmlSerializer(typeof(PloppableRICODefinition));

                    using (StreamReader streamReader = new System.IO.StreamReader("LocalRICOSettings.xml"))
                    {
                        localSettings = xmlSerializer.Deserialize(streamReader) as PloppableRICODefinition;
                    }

                    foreach (var buildingDef in localSettings.Buildings)
                    {
                        if (buildingDef.name != currentSelection.local.name)
                        {
                            newlocalSettings.Buildings.Add(buildingDef);
                        }
                    }

                    //newBuildingData.name = newBuildingData.name;
                    newlocalSettings.Buildings.Add(currentSelection.local);

                    using (TextWriter writer = new StreamWriter("LocalRICOSettings.xml"))
                    {
                        xmlSerializer.Serialize(writer, newlocalSettings);
                    }
                }
            };

            reset      = UIUtils.CreateButton(this);
            reset.text = "Reset";
        }