Пример #1
0
        /// <summary>
        /// Generates and displays a list row.
        /// </summary>
        /// <param name="data">Object to list</param>
        /// <param name="isRowOdd">If the row is an odd-numbered row (for background banding)</param>
        public override void Display(object data, bool isRowOdd)
        {
            // Perform initial setup for new rows.
            if (nameLabel == null)
            {
                isVisible     = true;
                canFocus      = true;
                isInteractive = true;
                width         = parent.width;
                height        = RowHeight;

                // Add object name label.
                nameLabel           = AddUIComponent <UILabel>();
                nameLabel.width     = this.width - 10f;
                nameLabel.textScale = TextScale;

                labelX = LeftMargin;
            }

            // Set label position and default white colour.
            nameLabel.relativePosition = new Vector2(LeftMargin, PaddingY);
            nameLabel.textColor        = Color.white;

            // Set data record and calculate name - depends if 'pure' prefab or BOB random prefab.
            if (data is BOBRandomPrefab randomPrefab)
            {
                // BOB random prefab.
                if (randomPrefab.prop != null)
                {
                    thisPrefab = randomPrefab.prop;
                }
                else
                {
                    thisPrefab = randomPrefab.tree;
                }

                // Grey colour for random props with missing variants.
                if (randomPrefab.missingVariant)
                {
                    nameLabel.textColor = Color.grey;
                }
            }
            else if (data is LoadedListItem loadedItem)
            {
                // Loaded list item.
                thisListItem = loadedItem;
                thisPrefab   = loadedItem.thisPrefab;
            }
            else
            {
                // Standard PropInfo/TreeInfo prefab.
                thisPrefab = data as PrefabInfo;
            }

            displayName    = PrefabLists.GetDisplayName(thisPrefab);
            nameLabel.text = displayName;

            // Set initial background as deselected state.
            Deselect(isRowOdd);
        }
Пример #2
0
        /// <summary>
        /// Generates and displays a building row.
        /// </summary>
        /// <param name="data">Object to list</param>
        /// <param name="isRowOdd">If the row is an odd-numbered row (for background banding)</param>
        public void Display(object data, bool isRowOdd)
        {
            // Perform initial setup for new rows.
            if (nameLabel == null)
            {
                isVisible     = true;
                canFocus      = true;
                isInteractive = true;
                width         = parent.width;
                height        = RowHeight;

                // Add object name label.
                nameLabel           = AddUIComponent <UILabel>();
                nameLabel.width     = this.width - 10f;
                nameLabel.textScale = TextScale;

                // Add index text label.
                indexLabel                  = AddUIComponent <UILabel>();
                indexLabel.width            = IndexWidth;
                indexLabel.textScale        = TextScale;
                indexLabel.relativePosition = new Vector2(IndexLabelX, PaddingY);
            }

            // Add line sprite if we need to (initially hidden).
            if (lineSprite == null)
            {
                lineSprite                  = AddUIComponent <UISprite>();
                lineSprite.size             = new Vector2(17f, 17f);
                lineSprite.relativePosition = new Vector2(3f, 3f);
                lineSprite.Hide();
            }

            // Set initial label position.
            labelX = LeftMargin;

            // See if our attached data is a raw PropInfo (e.g an available prop item as opposed to a PropListItem replacment record).
            thisPrefab = data as PrefabInfo;
            if (thisPrefab == null)
            {
                // Hide any existing line sprites; it will be re-shown as necessary.
                if (lineSprite != null)
                {
                    lineSprite.Hide();

                    // Adjust name label position to accomodate.
                    labelX += PackageMargin;
                }

                // Text to display - StringBuilder due to the amount of manipulation we're doing.
                StringBuilder displayText = new StringBuilder();

                // Not a raw PropInfo, so it should be a PropListItem replacement record.
                // Set local references.
                thisItem = data as PropListItem;
                index    = thisItem.index;

                // See if this is a network prop.
                NetPropListItem thisNetItem = data as NetPropListItem;

                // Display index number if this is an individual reference.
                if (thisItem.index >= 0)
                {
                    indexLabel.text = thisItem.index.ToString();

                    // Adjust name label position to accomodate.
                    labelX += IndexWidth;
                }
                else
                {
                    indexLabel.text = "";
                }

                bool hasReplacement = false;

                // Check to see if there's a currently active individual replacement.
                if (thisItem.individualPrefab != null)
                {
                    // A replacement is currently active - include it in the text.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.individualPrefab.name));

                    // Append probability to the label, if we're showing it.
                    if (thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.individualProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;
                }
                // If no current individual replacement, check to see if there's a currently active building/network replacement.
                else if (thisItem.replacementPrefab != null)
                {
                    // A replacement is currently active - include it in the text.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.replacementPrefab.name));

                    // Append probability to the label, if we're showing it.
                    if (thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.replacementProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show building replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "bob_single_building_small" : "bob_road_small");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_SBL" : "BOB_SPR_SNT");
                    lineSprite.Show();
                }
                // If no current building/network replacement, check to see if any all- replacement is currently active.
                else if (thisItem.allPrefab != null)
                {
                    // An all- replacement is currently active; append name to the label.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.allPrefab.name));

                    // Append probability if this is not a network item and we're showing probs.
                    if (thisNetItem == null && thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.allProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show all- replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "bob_buildings_small" : "bob_all_roads_small");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_ABL" : "BOB_SPR_ANT");
                    lineSprite.Show();
                }
                // If no other replacements, chek to see if any pack replacement is currently active
                else if (thisItem.packagePrefab != null)
                {
                    // Yes; append name to the label.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.packagePrefab.name));

                    // Set flag.
                    hasReplacement = true;

                    // Show package replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas("bob_prop_pack_small");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate("BOB_SPR_PCK");
                    lineSprite.Show();
                }

                // Do we have a replacement?
                if (hasReplacement)
                {
                    // Yes; append "was" to the display name.
                    displayText.Append("; ");
                    displayText.Append(Translations.Translate("BOB_ROW_WAS"));
                    displayText.Append(" ");
                }

                // Original prefab display name.
                displayText.Append(PrefabLists.GetDisplayName(thisItem.originalPrefab.name));

                // Show original probability in brackets immediately afterwards.
                if (thisItem.showProbs)
                {
                    displayText.Append(" (");
                    displayText.Append(thisItem.originalProb);
                    displayText.Append("%)");
                }

                // Set display text.
                nameLabel.text = displayText.ToString();
            }
            else
            {
                // Attached data is a raw PropInfo; just display its (cleaned-up) name.
                nameLabel.text = PrefabLists.GetDisplayName(thisPrefab.name);
            }

            // Set label position
            nameLabel.relativePosition = new Vector2(labelX, PaddingY);

            // Set initial background as deselected state.
            Deselect(isRowOdd);
        }
Пример #3
0
        /// <summary>
        /// Populates a fastlist with a filtered list of loaded trees or props.
        /// </summary>
        protected override void LoadedList()
        {
            // List of prefabs that have passed filtering.
            List <LoadedListItem> list = new List <LoadedListItem>();

            bool nameFilterActive = !nameFilter.text.IsNullOrWhiteSpace();

            if (IsTree)
            {
                // Tree - iterate through each prop in our list of loaded prefabs.
                foreach (TreeInfo loadedTree in PrefabLists.LoadedTrees)
                {
                    // Set display name.
                    string displayName = PrefabLists.GetDisplayName(loadedTree);

                    // Apply vanilla filtering if selected.
                    if (!hideVanilla.isChecked || !displayName.StartsWith("[v]"))
                    {
                        // Apply name filter.
                        if (!nameFilterActive || displayName.ToLower().Contains(nameFilter.text.Trim().ToLower()))
                        {
                            // Filtering passed - add this prefab to our list.
                            list.Add(new LoadedListItem(loadedTree));
                        }
                    }
                }
            }
            else
            {
                // Prop - iterate through each prop in our list of loaded prefabs.
                foreach (PropInfo loadedProp in PrefabLists.LoadedProps)
                {
                    // Set display name.
                    string displayName = PrefabLists.GetDisplayName(loadedProp);

                    // Apply vanilla filtering if selected.
                    if (!hideVanilla.isChecked || !displayName.StartsWith("[v]"))
                    {
                        // Apply name filter.
                        if (!nameFilterActive || displayName.ToLower().Contains(nameFilter.text.Trim().ToLower()))
                        {
                            // Filtering passed - add this prefab to our list.
                            list.Add(new LoadedListItem(loadedProp));
                        }
                    }
                }
            }


            // Create new object list for fastlist, ordering as approprite.
            object[] objectArray;
            switch (loadedSearchStatus)
            {
            case (int)OrderBy.NameDescending:
                objectArray = list.OrderByDescending(item => item.displayName).ToArray();
                break;

            case (int)OrderBy.CreatorAscending:
                objectArray = list.OrderBy(item => item.creatorName).ToArray();
                break;

            case (int)OrderBy.CreatorDescending:
                objectArray = list.OrderByDescending(item => item.creatorName).ToArray();
                break;

            default:
                objectArray = list.OrderBy(item => item.displayName).ToArray();
                break;
            }

            // Create return fastlist from our filtered list.
            loadedList.rowsData = new FastList <object>
            {
                m_buffer = objectArray,
                m_size   = list.Count
            };

            // Select currently selected prefab, if any.
            if (selectedLoadedPrefab != null)
            {
                loadedList.FindPrefabInItem(selectedLoadedPrefab);
            }
            else
            {
                // No current selection.
                loadedList.selectedIndex = -1;
            }
        }
Пример #4
0
        /// <summary>
        /// Performs initial setup
        /// </summary>
        /// <param name="parentTransform">Parent transform</param>
        /// <param name="targetPrefabInfo">Currently selected target prefab</param>
        internal override void Setup(Transform parentTransform, PrefabInfo targetPrefabInfo)
        {
            System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
            stopwatch.Start();

            // Set target reference.
            currentBuilding = targetPrefabInfo as BuildingInfo;

            // Base setup.
            base.Setup(parentTransform, targetPrefabInfo);

            Logging.Message("base setup time ", stopwatch.ElapsedMilliseconds.ToString());

            // Add group checkbox.
            indCheck = UIControls.LabelledCheckBox(this, 155f, TitleHeight + Margin, Translations.Translate("BOB_PNL_IND"), 12f, 0.7f);

            // Does this building have sub-buildings?
            if (currentBuilding.m_subBuildings != null && currentBuilding.m_subBuildings.Length > 0)
            {
                // Yes - create lists of sub-buildings (names and infos).
                int      numSubs          = currentBuilding.m_subBuildings.Length;
                int      numChoices       = numSubs + 1;
                string[] subBuildingNames = new string[numChoices];
                subBuildings        = new BuildingInfo[numChoices];
                subBuildingNames[0] = PrefabLists.GetDisplayName(currentBuilding.name);
                subBuildings[0]     = currentBuilding;

                for (int i = 0; i < numSubs; ++i)
                {
                    subBuildingNames[i + 1] = PrefabLists.GetDisplayName(currentBuilding.m_subBuildings[i].m_buildingInfo.name);
                    subBuildings[i + 1]     = currentBuilding.m_subBuildings[i].m_buildingInfo;
                }

                // Add sub-building menu.
                subBuildingMenu = UIControls.AddLabelledDropDown(this, 155f, indCheck.relativePosition.y + indCheck.height + (Margin / 2f), Translations.Translate("BOB_PNL_SUB"), 250f, 20f, 0.7f, 15, 4);
                subBuildingMenu.listBackground = "GenericPanelDark";
                subBuildingMenu.items          = subBuildingNames;
                subBuildingMenu.selectedIndex  = 0;

                // Sub-building menu event handler.
                subBuildingMenu.eventSelectedIndexChanged += (control, index) =>
                {
                    // Set current building.
                    currentBuilding = subBuildings[index];

                    // Reset current items.
                    CurrentTargetItem = null;
                    replacementPrefab = null;

                    // Reset loaded lists.
                    LoadedList();
                    TargetList();
                };
            }

            // Event handler for group checkbox.
            indCheck.eventCheckChanged += (control, isChecked) =>
            {
                // Rebuild target list.
                TargetList();

                // Clear selection.
                targetList.selectedIndex = -1;
                CurrentTargetItem        = null;

                // Store current group state as most recent state.
                ModSettings.lastInd = isChecked;

                // Toggle replace all button visibility.
                if (isChecked)
                {
                    replaceAllButton.Hide();
                }
                else
                {
                    replaceAllButton.Show();
                }
            };

            // Set grouped checkbox initial state according to preferences.
            switch (ModSettings.indDefault)
            {
            case 0:
                // Most recent state.
                indCheck.isChecked = ModSettings.lastInd;
                break;

            case 1:
                // Grouping off by default.
                indCheck.isChecked = false;
                break;

            case 2:
                // Grouping on by default.
                indCheck.isChecked = true;
                break;
            }

            // Populate target list and select target item.
            TargetList();

            Logging.Message("building setup time ", stopwatch.ElapsedMilliseconds.ToString());

            // Apply Harmony rendering patches.
            RenderOverlays.CurrentBuilding = selectedPrefab as BuildingInfo;
            Patcher.PatchBuildingOverlays(true);

            stopwatch.Stop();
            Logging.Message("Harmony patching time ", stopwatch.ElapsedMilliseconds.ToString());
        }
Пример #5
0
        /// <summary>
        /// Sets the target prefab.
        /// </summary>
        /// <param name="targetPrefabInfo">Target prefab to set</param>
        internal override void SetTarget(PrefabInfo targetPrefabInfo)
        {
            // Don't do anything if invalid target, or target hasn't changed.
            if (!(targetPrefabInfo is BuildingInfo) || selectedPrefab == targetPrefabInfo)
            {
                return;
            }

            // Base setup.
            base.SetTarget(targetPrefabInfo);

            // Set target reference.
            currentBuilding = SelectedBuilding;

            // Does this building have sub-buildings?
            if (currentBuilding.m_subBuildings != null && currentBuilding.m_subBuildings.Length > 0)
            {
                // Yes - create lists of sub-buildings (names and infos).
                int numSubs    = currentBuilding.m_subBuildings.Length;
                int numChoices = numSubs + 1;
                SubBuildingNames    = new string[numChoices];
                subBuildings        = new BuildingInfo[numChoices];
                SubBuildingNames[0] = PrefabLists.GetDisplayName(currentBuilding);
                subBuildings[0]     = currentBuilding;

                object[] subBuildingIndexes = new object[numChoices];
                subBuildingIndexes[0] = 0;

                for (int i = 0; i < numSubs; ++i)
                {
                    SubBuildingNames[i + 1]   = PrefabLists.GetDisplayName(currentBuilding.m_subBuildings[i].m_buildingInfo);
                    subBuildings[i + 1]       = currentBuilding.m_subBuildings[i].m_buildingInfo;
                    subBuildingIndexes[i + 1] = i + 1;
                }

                // Add sub-building menu, if it doesn't already exist.
                if (subBuildingPanel == null)
                {
                    subBuildingPanel = this.AddUIComponent <UIPanel>();

                    // Basic behaviour.
                    subBuildingPanel.autoLayout    = false;
                    subBuildingPanel.canFocus      = true;
                    subBuildingPanel.isInteractive = true;

                    // Appearance.
                    subBuildingPanel.backgroundSprite = "MenuPanel2";
                    subBuildingPanel.opacity          = PanelOpacity;

                    // Size and position.
                    subBuildingPanel.size             = new Vector2(200f, PanelHeight - TitleHeight);
                    subBuildingPanel.relativePosition = new Vector2(-205f, TitleHeight);

                    // Heading.
                    UILabel subTitleLabel = UIControls.AddLabel(subBuildingPanel, 5f, 5f, Translations.Translate("BOB_PNL_SUB"), 190f);
                    subTitleLabel.textAlignment    = UIHorizontalAlignment.Center;
                    subTitleLabel.relativePosition = new Vector2(5f, (TitleHeight - subTitleLabel.height) / 2f);

                    // List panel.
                    UIPanel subBuildingListPanel = subBuildingPanel.AddUIComponent <UIPanel>();
                    subBuildingListPanel.relativePosition = new Vector2(Margin, TitleHeight);
                    subBuildingListPanel.width            = subBuildingPanel.width - (Margin * 2f);
                    subBuildingListPanel.height           = subBuildingPanel.height - TitleHeight - (Margin * 2f);


                    subBuildingList = UIFastList.Create <UISubBuildingRow>(subBuildingListPanel);
                    ListSetup(subBuildingList);

                    // Create return fastlist from our filtered list.
                    subBuildingList.rowsData = new FastList <object>
                    {
                        m_buffer = subBuildingIndexes,
                        m_size   = subBuildingIndexes.Length
                    };
                }
                else
                {
                    // If the sub-building panel has already been created. just make sure it's visible.
                    subBuildingPanel.Show();
                }
            }
            else
            {
                // Otherwise, hide the sub-building panel (if it exists).
                subBuildingPanel?.Hide();
            }

            // Populate target list and select target item.
            TargetList();

            // Apply Harmony rendering patches.
            RenderOverlays.CurrentBuilding = selectedPrefab as BuildingInfo;
            Patcher.PatchBuildingOverlays(true);
        }