/// <summary> /// Sets the target network. /// </summary> /// <param name="targetPrefabInfo">Target network to set</param> internal override void SetTarget(PrefabInfo targetPrefabInfo) { // Don't do anything if target hasn't changed. if (SelectedNet == targetPrefabInfo) { return; } // Base setup. base.SetTarget(targetPrefabInfo); // Populate target list and select target item. TargetList(); // Apply Harmony rendering patches. RenderOverlays.CurrentNet = SelectedNet; Patcher.PatchNetworkOverlays(true); }
/// <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) { // Set target reference. currentNet = targetPrefabInfo as NetInfo; // Base setup. base.Setup(parentTransform, targetPrefabInfo); // Add pack button. UIButton packButton = UIControls.EvenSmallerButton(this, RightX - 200f, TitleHeight + (Margin / 2f), Translations.Translate("BOB_PNL_PKB")); packButton.eventClicked += (component, clickEvent) => PackPanelManager.Create(); // Populate target list and select target item. TargetList(); // Apply Harmony rendering patches. Patcher.PatchNetworkOverlays(true); }
/// <summary> /// Closes the panel by destroying the object (removing any ongoing UI overhead). /// </summary> internal static void Close() { // Stop highlighting. panel.CurrentTargetItem = null; RenderOverlays.CurrentBuilding = null; // Revert overlay patches. Patcher.PatchBuildingOverlays(false); Patcher.PatchNetworkOverlays(false); Patcher.PatchMapOverlays(false); // Store previous position. lastX = Panel.relativePosition.x; lastY = Panel.relativePosition.y; // Destroy game objects. GameObject.Destroy(Panel); GameObject.Destroy(uiGameObject); // Let the garbage collector do its work (and also let us know that we've closed the object). panel = null; uiGameObject = null; }
/// <summary> /// Closes the panel by destroying the object (removing any ongoing UI overhead). /// </summary> /// <param name="resetTool">True to reset to default tool; false to leave current tool untouched (default true)</param> internal static void Close(bool resetTool = true) { // Check for null, just in case - this is also called by pressing Esc when BOB tool is active. if (panel != null) { // Perform any panel actions on close. panel.Close(); // Stop highlighting. panel.CurrentTargetItem = null; RenderOverlays.CurrentBuilding = null; // Revert overlay patches. Patcher.PatchBuildingOverlays(false); Patcher.PatchNetworkOverlays(false); Patcher.PatchMapOverlays(false); // Store previous position. lastX = Panel.relativePosition.x; lastY = Panel.relativePosition.y; // Destroy game objects. GameObject.Destroy(Panel); GameObject.Destroy(uiGameObject); // Let the garbage collector do its work (and also let us know that we've closed the object). panel = null; uiGameObject = null; // Restore default tool if needed. if (resetTool) { ToolsModifierControl.SetTool <DefaultTool>(); } } }