/// <summary>
        /// Called by the game when the mod is enabled.
        /// </summary>
        public void OnEnabled()
        {
            // Apply Harmony patches via Cities Harmony.
            // Called here instead of OnCreated to allow the auto-downloader to do its work prior to launch.
            HarmonyHelper.DoOnHarmonyReady(() => Patcher.PatchAll());

            // Load settings file.
            SettingsUtils.LoadSettings();

            // Populate (legacy) Datastore from configuration file.
            // Make sure this happens before loading the new configuration file, which will overwrite any settings here.
            // This establishes the correct priority (new over legacy).
            XMLUtilsWG.ReadFromXML();

            // Attaching options panel event hook - check to see if UIView is ready.
            if (UIView.GetAView() != null)
            {
                // It's ready - attach the hook now.
                OptionsPanel.OptionsEventHook();
            }
            else
            {
                // Otherwise, queue the hook for when the intro's finished loading.
                LoadingManager.instance.m_introLoaded += OptionsPanel.OptionsEventHook;
            }
        }
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        /// <summary>
        /// Saves the current legacy config.
        /// </summary>
        /// <param name="panel">UI panel instance</param>
        protected void SaveLegacy()
        {
            // Set flag to show that user has instructed to save legacy file.
            XMLUtilsWG.writeToLegacy = true;

            // Save legacy data using WG serialization.
            XMLUtilsWG.WriteToXML();
        }
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        /// <summary>
        /// Adds control buttons to the bottom of the panel.
        /// </summary>
        /// <param name="panel">UI panel instance</param>
        protected void AddButtons(UIPanel panel)
        {
            // Add extra space.
            currentY += Margin;

            // Reset button.
            UIButton resetButton = UIControls.AddButton(panel, Margin, currentY, Translations.Translate("RPR_OPT_RTD"), 150f);

            resetButton.eventClicked += (component, clickEvent) => ResetToDefaults();

            UIButton revertToSaveButton = UIControls.AddButton(panel, (Margin * 2) + 150f, currentY, Translations.Translate("RPR_OPT_RTS"), 150f);

            revertToSaveButton.eventClicked += (component, clickEvent) => { XMLUtilsWG.ReadFromXML(); PopulateFields(); };

            UIButton saveButton = UIControls.AddButton(panel, (Margin * 3) + 300f, currentY, Translations.Translate("RPR_OPT_SAA"), 150f);

            saveButton.eventClicked += (component, clickEvent) => ApplyFields();
        }
        /// <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.KeyMessage("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("version v", RealPopMod.Version, " loading");

                // Perform legacy datastore setup.
                XMLUtilsWG.Setup();

                // Check for Ploppable RICO Revisited.
                ModUtils.RICOReflection();

                // Initialise volumetric datastores.
                EmploymentData.Setup();

                // Initialize data.
                DataUtils.Setup();

                // Apply any needed Advanced Building Level Control Harmony patches.
                Patcher.PatchABLC();
            }
        }