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1.6/Defs/ConfigDefs/EventUIConfig.xml
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24
1.6/Defs/ConfigDefs/EventUIConfig.xml
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@@ -0,0 +1,24 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<WulaFallenEmpire.EventUIConfigDef>
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<defName>Wula_EventUIConfig</defName>
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<!-- General Style -->
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<labelFont>Small</labelFont>
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<drawBorders>true</drawBorders>
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<defaultBackgroundImagePath></defaultBackgroundImagePath>
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<!-- Virtual Layout Dimensions -->
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<lihuiSize>(500, 800)</lihuiSize>
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<nameSize>(260, 130)</nameSize>
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<textSize>(650, 500)</textSize>
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<optionsWidth>610</optionsWidth>
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<!-- Virtual Layout Offsets -->
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<textNameOffset>20</textNameOffset>
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<optionsTextOffset>20</optionsTextOffset>
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</WulaFallenEmpire.EventUIConfigDef>
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</Defs>
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@@ -4,7 +4,7 @@
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<!-- Event 1 -->
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<WulaFallenEmpire.CustomUIDef>
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<defName>Wula_ExampleUI</defName>
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<label>事件链示例 - 1</label>
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<label>INCOMING TRANSMISSON事件链示例 - 1</label>
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<portraitPath>UI/HeroArt/Storytellers/Randy</portraitPath>
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<characterName>兰迪·随机</characterName>
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<description>这是一个事件链的开端。选择第一个选项将会打开第二个事件窗口。</description>
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@@ -9,10 +9,49 @@
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- **`Effect`**: 定义一个选项被点击后执行的具体动作(例如,给予物品、改变关系、打开新窗口等)。
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- **`Condition`**: 定义一个选项是否可选的前提条件(例如,需要某个变量达到特定值)。
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- **`EventContext`**: 一个全局的静态变量存储系统,允许在不同事件和效果之间传递数据。
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- **`EventUIConfigDef`**: 一个全局的外观和布局配置文件,用于统一管理所有事件窗口的视觉风格。
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---
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## 2. 如何创建事件 (`CustomUIDef`)
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## 2. 全局UI配置 (`EventUIConfigDef`)
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为了方便统一修改所有事件窗口的外观和布局,系统使用一个单例的 `EventUIConfigDef`。你应该在 `Defs` 文件夹下创建一个XML文件来定义它。
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**文件示例 (`1.6/Defs/ConfigDefs/EventUIConfig.xml`):**
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```xml
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<Defs>
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<WulaFallenEmpire.EventUIConfigDef>
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<defName>Wula_EventUIConfig</defName>
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<!-- 通用风格 -->
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<labelFont>Small</labelFont>
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<drawBorders>true</drawBorders>
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<defaultBackgroundImagePath>UI/Backgrounds/DefaultBG</defaultBackgroundImagePath>
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<!-- 虚拟布局尺寸 -->
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<lihuiSize>(500, 800)</lihuiSize>
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<nameSize>(260, 130)</nameSize>
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<textSize>(650, 500)</textSize>
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<optionsWidth>610</optionsWidth>
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<!-- 虚拟布局间距 -->
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<textNameOffset>20</textNameOffset>
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<optionsTextOffset>20</optionsTextOffset>
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</WulaFallenEmpire.EventUIConfigDef>
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</Defs>
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```
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**字段说明:**
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- `labelFont`: 事件标题 (`label`) 的字体大小。可选值: `Tiny`, `Small`, `Medium`, `Large`。
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- `drawBorders`: 是否为立绘、名称和描述区域绘制白色边框。
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- `defaultBackgroundImagePath`: 所有事件窗口默认使用的背景图路径。
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- `lihuiSize`, `nameSize`, `textSize`, `optionsWidth`: 定义了UI各部分的基础虚拟尺寸,代码会根据窗口大小按比例缩放它们。
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- `textNameOffset`, `optionsTextOffset`: 定义了各部分之间的垂直间距。
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---
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## 3. 如何创建事件 (`CustomUIDef`)
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每个事件都是一个 `CustomUIDef`。你需要在一个 `Defs` XML文件中定义它。
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@@ -34,15 +73,16 @@
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**字段说明:**
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- `defName`: 事件的唯一ID,用于在代码或其他事件中引用它。
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- `label`: 显示在窗口顶部的标题(当前版本未在UI中显示,但建议填写)。
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- `label`: 显示在窗口左上角的标题。
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- `portraitPath`: 立绘的纹理路径(相对于`Resources`或`Textures`目录)。
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- `characterName`: 显示在名称框中的文本。
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- `backgroundImagePath`: (可选)为此特定事件指定的背景图路径,它会覆盖 `EventUIConfigDef` 中的默认背景。
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- `description`: 显示在描述框中的主要文本。
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- `options`: 一个 `<li>` 列表,定义了所有的交互选项。
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---
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## 3. 核心概念:选项 (`CustomUIOption`)
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## 4. 核心概念:选项 (`CustomUIOption`)
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每个选项都在 `<options>` 列表中的一个 `<li>` 标签内定义。
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@@ -54,13 +94,13 @@
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---
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## 4. 核心概念:效果 (`Effect`)
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## 5. 核心概念:效果 (`Effect`)
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效果定义了“做什么”。每个效果都在 `effects` 列表中的一个 `<li>` 标签内定义,并且必须有一个 `Class` 属性。
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### 已实现的 `Effect` 列表
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#### 4.1 `Effect_OpenCustomUI`
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#### 5.1 `Effect_OpenCustomUI`
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- **功能**: 打开另一个自定义UI事件窗口。
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- **Class**: `WulaFallenEmpire.Effect_OpenCustomUI`
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- **字段**:
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@@ -72,7 +112,7 @@
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</li>
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```
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#### 4.2 `Effect_CloseDialog`
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#### 5.2 `Effect_CloseDialog`
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- **功能**: 关闭当前的事件窗口。
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- **Class**: `WulaFallenEmpire.Effect_CloseDialog`
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- **字段**: 无
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@@ -81,7 +121,7 @@
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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```
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#### 4.3 `Effect_ShowMessage`
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#### 5.3 `Effect_ShowMessage`
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- **功能**: 在屏幕左上角显示一条游戏消息。
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- **Class**: `WulaFallenEmpire.Effect_ShowMessage`
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- **字段**:
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@@ -95,7 +135,7 @@
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</li>
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```
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#### 4.4 `Effect_FireIncident`
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#### 5.4 `Effect_FireIncident`
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- **功能**: 触发一个原版或Mod添加的游戏内事件。
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- **Class**: `WulaFallenEmpire.Effect_FireIncident`
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- **字段**:
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@@ -107,7 +147,7 @@
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</li>
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```
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#### 4.5 `Effect_ChangeFactionRelation`
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#### 5.5 `Effect_ChangeFactionRelation`
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- **功能**: 改变与指定派系的好感度。
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- **Class**: `WulaFallenEmpire.Effect_ChangeFactionRelation`
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- **字段**:
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@@ -121,7 +161,7 @@
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</li>
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```
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#### 4.6 `Effect_SetVariable`
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#### 5.6 `Effect_SetVariable`
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- **功能**: 在 `EventContext` 中设置或修改一个变量的值。
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- **Class**: `WulaFallenEmpire.Effect_SetVariable`
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- **字段**:
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@@ -135,15 +175,50 @@
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</li>
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```
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#### 5.7 `Effect_GiveThing`
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- **功能**: 给予玩家一个或多个物品。
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- **Class**: `WulaFallenEmpire.Effect_GiveThing`
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- **字段**:
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- `thingDef`: (必须) 要给予物品的 `ThingDef` 的 `defName`。
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- `count`: (可选) 给予的数量,默认为 1。
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_GiveThing">
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<thingDef>Silver</thingDef>
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<count>100</count>
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</li>
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```
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#### 5.8 `Effect_SpawnPawn`
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- **功能**: 在地图上生成一个或多个Pawn,并可选地发送一封信件通知玩家。
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- **Class**: `WulaFallenEmpire.Effect_SpawnPawn`
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- **字段**:
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- `kindDef`: (必须) 要生成Pawn的 `PawnKindDef` 的 `defName`。
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- `count`: (可选) 生成的数量,默认为 1。
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- `joinPlayerFaction`: (可选) Pawn是否加入玩家派系,默认为 `true`。
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- `letterLabel`: (可选) 通知信件的标题。
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- `letterText`: (可选) 通知信件的内容。
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- `letterDef`: (可选) 通知信件的类型 (例如 `PositiveEvent`, `NegativeEvent`)。默认为 `PositiveEvent`。
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_SpawnPawn">
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<kindDef>Colonist</kindDef>
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<count>1</count>
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<joinPlayerFaction>true</joinPlayerFaction>
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<letterLabel>A New Colonist</letterLabel>
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<letterText>{PAWN_nameDef} has decided to join your colony.</letterText>
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</li>
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```
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---
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## 5. 核心概念:条件 (`Condition`)
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## 6. 核心概念:条件 (`Condition`)
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条件定义了选项是否可选的“前提”。每个条件都在 `conditions` 列表中的一个 `<li>` 标签内定义,并且必须有一个 `Class` 属性。
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### 已实现的 `Condition` 列表
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#### 5.1 `Condition_VariableEquals`
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#### 6.1 `Condition_VariableEquals`
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- **功能**: 检查一个变量是否等于指定的值。
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- **Class**: `WulaFallenEmpire.Condition_VariableEquals`
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- **字段**:
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@@ -157,7 +232,7 @@
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</li>
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```
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#### 5.2 `Condition_VariableGreaterThan`
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#### 6.2 `Condition_VariableGreaterThan`
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- **功能**: 检查一个变量是否大于指定的值。
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- **Class**: `WulaFallenEmpire.Condition_VariableGreaterThan`
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- **字段**:
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@@ -173,7 +248,7 @@
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---
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## 6. 核心概念:变量系统 (`EventContext`)
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## 7. 核心概念:变量系统 (`EventContext`)
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`EventContext` 是一个全局的静态字典,用于在事件链的不同部分之间传递信息。
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@@ -185,7 +260,7 @@
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---
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## 7. 完整示例
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## 8. 完整示例
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以下是一个演示了事件链、变量和条件的完整示例。
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Binary file not shown.
@@ -1,4 +1,5 @@
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using Verse;
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using RimWorld;
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namespace WulaFallenEmpire
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{
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@@ -61,4 +62,5 @@ namespace WulaFallenEmpire
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return met;
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}
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}
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}
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@@ -9,6 +9,7 @@ namespace WulaFallenEmpire
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public string characterName;
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public new string description;
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public List<CustomUIOption> options;
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public string backgroundImagePath; // Override default background
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}
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public class CustomUIOption
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@@ -9,6 +9,20 @@ namespace WulaFallenEmpire
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{
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private CustomUIDef def;
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private Texture2D portrait;
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private Texture2D background;
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private static EventUIConfigDef config;
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public static EventUIConfigDef Config
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{
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get
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{
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if (config == null)
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{
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config = DefDatabase<EventUIConfigDef>.GetNamed("Wula_EventUIConfig");
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}
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return config;
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}
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}
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public override Vector2 InitialSize => new Vector2(1000f, 750f);
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@@ -25,62 +39,77 @@ namespace WulaFallenEmpire
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base.PreOpen();
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if (!def.portraitPath.NullOrEmpty())
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{
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this.portrait = ContentFinder<Texture2D>.Get(def.portraitPath);
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portrait = ContentFinder<Texture2D>.Get(def.portraitPath);
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}
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string bgPath = !def.backgroundImagePath.NullOrEmpty() ? def.backgroundImagePath : Config.defaultBackgroundImagePath;
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if (!bgPath.NullOrEmpty())
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{
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background = ContentFinder<Texture2D>.Get(bgPath);
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}
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}
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public override void DoWindowContents(Rect inRect)
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{
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// Top-left defName and Label
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// 1. Draw Background
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if (background != null)
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{
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GUI.DrawTexture(inRect, background, ScaleMode.ScaleToFit);
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}
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// 2. Draw Top-left defName and Label
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Text.Font = GameFont.Tiny;
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GUI.color = Color.gray;
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Widgets.Label(new Rect(5, 5, inRect.width - 10, 20f), def.defName);
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GUI.color = Color.white;
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Text.Font = GameFont.Small;
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Text.Font = Config.labelFont;
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Widgets.Label(new Rect(5, 20f, inRect.width - 10, 30f), def.label);
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Text.Font = GameFont.Small; // Reset to default
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// 3. Calculate Layout based on ConfigDef
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float virtualWidth = Config.lihuiSize.x + Config.textSize.x;
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float virtualHeight = Config.lihuiSize.y;
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// Define virtual total size from the CSS layout
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float virtualWidth = 500f + 650f; // lihui + text
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float virtualHeight = 800f; // lihui height
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// Calculate scale to fit the window, maintaining aspect ratio
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float scaleX = inRect.width / virtualWidth;
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float scaleY = inRect.height / virtualHeight;
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float scale = Mathf.Min(scaleX, scaleY) * 0.95f; // Use 95% of space to leave some margin
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float scale = Mathf.Min(scaleX, scaleY) * 0.95f;
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// Calculate scaled dimensions
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float scaledLihuiWidth = 500f * scale;
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float scaledLihuiHeight = 800f * scale;
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float scaledNameWidth = 260f * scale;
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float scaledNameHeight = 130f * scale;
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float scaledTextWidth = 650f * scale;
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float scaledTextHeight = 250f * scale;
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float scaledOptionsWidth = 610f * scale;
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float scaledLihuiWidth = Config.lihuiSize.x * scale;
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float scaledLihuiHeight = Config.lihuiSize.y * scale;
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float scaledNameWidth = Config.nameSize.x * scale;
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float scaledNameHeight = Config.nameSize.y * scale;
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float scaledTextWidth = Config.textSize.x * scale;
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float scaledTextHeight = Config.textSize.y * scale;
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||||
float scaledOptionsWidth = Config.optionsWidth * scale;
|
||||
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||||
// Center the whole content block
|
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float totalContentWidth = scaledLihuiWidth + scaledTextWidth;
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float totalContentHeight = scaledLihuiHeight;
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float startX = (inRect.width - totalContentWidth) / 2;
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||||
float startY = (inRect.height - totalContentHeight) / 2;
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||||
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||||
// 4. Draw UI Elements
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// lihui (Portrait)
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Rect lihuiRect = new Rect(startX, startY, scaledLihuiWidth, scaledLihuiHeight);
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||||
if (portrait != null)
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||||
{
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||||
GUI.DrawTexture(lihuiRect, portrait, ScaleMode.ScaleToFit);
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||||
}
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||||
GUI.color = Color.white;
|
||||
Widgets.DrawBox(lihuiRect);
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||||
GUI.color = Color.white; // Reset color
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||||
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||||
if (Config.drawBorders)
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||||
{
|
||||
GUI.color = Color.white;
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||||
Widgets.DrawBox(lihuiRect);
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||||
GUI.color = Color.white;
|
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}
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||||
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||||
// name
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Rect nameRect = new Rect(lihuiRect.xMax, lihuiRect.y, scaledNameWidth, scaledNameHeight);
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||||
GUI.color = Color.white;
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Widgets.DrawBox(nameRect);
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GUI.color = Color.white; // Reset color
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||||
if (Config.drawBorders)
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||||
{
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||||
GUI.color = Color.white;
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||||
Widgets.DrawBox(nameRect);
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||||
GUI.color = Color.white;
|
||||
}
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||||
Text.Anchor = TextAnchor.MiddleCenter;
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||||
Text.Font = GameFont.Medium;
|
||||
Widgets.Label(nameRect, def.characterName);
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||||
@@ -88,15 +117,18 @@ namespace WulaFallenEmpire
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
|
||||
// text (Description)
|
||||
Rect textRect = new Rect(nameRect.x, nameRect.yMax + 20f * scale, scaledTextWidth, scaledTextHeight);
|
||||
GUI.color = Color.white;
|
||||
Widgets.DrawBox(textRect);
|
||||
GUI.color = Color.white; // Reset color
|
||||
Rect textRect = new Rect(nameRect.x, nameRect.yMax + Config.textNameOffset * scale, scaledTextWidth, scaledTextHeight);
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
GUI.color = Color.white;
|
||||
Widgets.DrawBox(textRect);
|
||||
GUI.color = Color.white;
|
||||
}
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||||
Rect textInnerRect = textRect.ContractedBy(10f * scale);
|
||||
Widgets.Label(textInnerRect, def.description);
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||||
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||||
// option (Buttons)
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||||
Rect optionRect = new Rect(nameRect.x, textRect.yMax + 20f * scale, scaledOptionsWidth, lihuiRect.height - nameRect.height - textRect.height - 40f * scale);
|
||||
Rect optionRect = new Rect(nameRect.x, textRect.yMax + Config.optionsTextOffset * scale, scaledOptionsWidth, lihuiRect.height - nameRect.height - textRect.height - (Config.textNameOffset + Config.optionsTextOffset) * scale);
|
||||
// No need to draw a box for the options area, the buttons will be listed inside.
|
||||
|
||||
Listing_Standard listing = new Listing_Standard();
|
||||
@@ -186,4 +186,86 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class Effect_GiveThing : Effect
|
||||
{
|
||||
public ThingDef thingDef;
|
||||
public int count = 1;
|
||||
|
||||
public override void Execute(Dialog_CustomDisplay dialog)
|
||||
{
|
||||
if (thingDef == null)
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_GiveThing has a null thingDef.");
|
||||
return;
|
||||
}
|
||||
|
||||
Map currentMap = Find.CurrentMap;
|
||||
if (currentMap == null)
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_GiveThing cannot execute without a current map.");
|
||||
return;
|
||||
}
|
||||
|
||||
Thing thing = ThingMaker.MakeThing(thingDef);
|
||||
thing.stackCount = count;
|
||||
|
||||
IntVec3 dropCenter = DropCellFinder.TradeDropSpot(currentMap);
|
||||
DropPodUtility.DropThingsNear(dropCenter, currentMap, new List<Thing> { thing }, 110, false, false, false, false);
|
||||
|
||||
Messages.Message("LetterLabelCargoPodCrash".Translate(), new TargetInfo(dropCenter, currentMap), MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
}
|
||||
|
||||
public class Effect_SpawnPawn : Effect
|
||||
{
|
||||
public PawnKindDef kindDef;
|
||||
public int count = 1;
|
||||
public bool joinPlayerFaction = true;
|
||||
public string letterLabel;
|
||||
public string letterText;
|
||||
public LetterDef letterDef;
|
||||
|
||||
public override void Execute(Dialog_CustomDisplay dialog)
|
||||
{
|
||||
if (kindDef == null)
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_SpawnPawn has a null kindDef.");
|
||||
return;
|
||||
}
|
||||
|
||||
Map map = Find.CurrentMap;
|
||||
if (map == null)
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_SpawnPawn cannot execute without a current map.");
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Faction faction = joinPlayerFaction ? Faction.OfPlayer : null;
|
||||
PawnGenerationRequest request = new PawnGenerationRequest(
|
||||
kindDef, faction, PawnGenerationContext.NonPlayer, -1, true, false, false, false,
|
||||
true, 20f, false, true, false, true, true, false, false, false, false, 0f, 0f, null, 1f,
|
||||
null, null, null, null, null, null, null, null, null, null, null, null, false
|
||||
);
|
||||
Pawn pawn = PawnGenerator.GeneratePawn(request);
|
||||
|
||||
if (!CellFinder.TryFindRandomEdgeCellWith((IntVec3 c) => map.reachability.CanReachColony(c) && !c.Fogged(map), map, CellFinder.EdgeRoadChance_Neutral, out IntVec3 cell))
|
||||
{
|
||||
cell = DropCellFinder.RandomDropSpot(map);
|
||||
}
|
||||
|
||||
GenSpawn.Spawn(pawn, cell, map, WipeMode.Vanish);
|
||||
|
||||
if (!string.IsNullOrEmpty(letterLabel) && !string.IsNullOrEmpty(letterText))
|
||||
{
|
||||
TaggedString finalLabel = letterLabel.Formatted(pawn.Named("PAWN")).AdjustedFor(pawn);
|
||||
TaggedString finalText = letterText.Formatted(pawn.Named("PAWN")).AdjustedFor(pawn);
|
||||
PawnRelationUtility.TryAppendRelationsWithColonistsInfo(ref finalText, ref finalLabel, pawn);
|
||||
Find.LetterStack.ReceiveLetter(finalLabel, finalText, letterDef ?? LetterDefOf.PositiveEvent, pawn);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
23
Source/WulaFallenEmpire/EventSystem/EventUIConfigDef.cs
Normal file
23
Source/WulaFallenEmpire/EventSystem/EventUIConfigDef.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class EventUIConfigDef : Def
|
||||
{
|
||||
// General Style
|
||||
public GameFont labelFont = GameFont.Small;
|
||||
public bool drawBorders = true;
|
||||
public string defaultBackgroundImagePath;
|
||||
|
||||
// Virtual Layout Dimensions
|
||||
public Vector2 lihuiSize = new Vector2(500f, 800f);
|
||||
public Vector2 nameSize = new Vector2(260f, 130f);
|
||||
public Vector2 textSize = new Vector2(650f, 500f);
|
||||
public float optionsWidth = 610f;
|
||||
|
||||
// Virtual Layout Offsets
|
||||
public float textNameOffset = 20f;
|
||||
public float optionsTextOffset = 20f;
|
||||
}
|
||||
}
|
||||
@@ -102,12 +102,13 @@
|
||||
<Compile Include="MentalState_BrokenPersonality.cs" />
|
||||
<Compile Include="MentalStateDefExtension_BrokenPersonality.cs" />
|
||||
<Compile Include="MentalBreakWorker_BrokenPersonality.cs" />
|
||||
<Compile Include="Dialog_CustomDisplay.cs" />
|
||||
<Compile Include="CustomUIDef.cs" />
|
||||
<Compile Include="Effect.cs" />
|
||||
<Compile Include="DebugActions.cs" />
|
||||
<Compile Include="EventContext.cs" />
|
||||
<Compile Include="Condition.cs" />
|
||||
<Compile Include="EventSystem\Condition.cs" />
|
||||
<Compile Include="EventSystem\CustomUIDef.cs" />
|
||||
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
|
||||
<Compile Include="EventSystem\Effect.cs" />
|
||||
<Compile Include="EventSystem\EventContext.cs" />
|
||||
<Compile Include="EventSystem\EventUIConfigDef.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
|
||||
|
||||
Reference in New Issue
Block a user