事件窗口重绘
@@ -8,6 +8,8 @@
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|
||||
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
|
||||
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
|
||||
<verbProperties>
|
||||
<verbClass>Verb_CastAbility</verbClass>
|
||||
<drawAimPie>true</drawAimPie>
|
||||
@@ -182,7 +184,6 @@
|
||||
<effecterScale>1.5</effecterScale>
|
||||
<areaPreviewColor>1.0,0.3,0.1,0.3</areaPreviewColor>
|
||||
<skyfallerDef>ShipChunkIncoming</skyfallerDef>
|
||||
<randomBombardmentDirection>true</randomBombardmentDirection>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
|
||||
<!-- <flyOverDef></flyOverDef> -->
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
<label>来自守密者的问候</label>
|
||||
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
|
||||
<characterName>URa-1138「艾妮西娅」</characterName>
|
||||
<windowType>WulaFallenEmpire.Dialog_NewLayoutDisplay</windowType>
|
||||
<descriptions>
|
||||
<li>很高兴看到你们的殖民地没有变成荒野中的烂泥。那么,今天找我有什么事情?</li>
|
||||
<li>宇宙生存法则第一条:不要惹平胸火气大的女人。</li>
|
||||
|
||||
@@ -9,6 +9,61 @@
|
||||
<li>这里是P.I.A,通讯信号良好,等待输入。</li>
|
||||
</descriptions>
|
||||
<options>
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<useCustomColors>true</useCustomColors>
|
||||
<normalColor>(133,206,219,185)</normalColor>
|
||||
<hoverColor>(133,206,219,185)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</optionEffects>
|
||||
</li>
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</optionEffects>
|
||||
</li>
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</optionEffects>
|
||||
</li>
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</optionEffects>
|
||||
</li>
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</optionEffects>
|
||||
</li>
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<optionEffects>
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
<li>Wula_FM_Switc_Aircraft</li>
|
||||
</availableHediffs>
|
||||
<defaultHediffIndex>0</defaultHediffIndex>
|
||||
<gizmoIconPath>Wula/UI/Commands/WULA_NanoSwitch</gizmoIconPath>
|
||||
<gizmoIconPath>Wula/UI/Commands/WULA_Antenna_Switch</gizmoIconPath>
|
||||
<showStatusInGizmo>false</showStatusInGizmo>
|
||||
</li>
|
||||
</comps>
|
||||
|
||||
@@ -1,5 +1,168 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
<ThingDef ParentName="ResourceBase">
|
||||
<defName>WULA_Alloy</defName>
|
||||
<label>合金</label>
|
||||
<description></description>
|
||||
<graphicData>
|
||||
<texPath>Wula/Item/WULA_Neutronium</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<tradeability>None</tradeability>
|
||||
<genericMarketSellable>false</genericMarketSellable>
|
||||
<soundInteract>Metal_Drop</soundInteract>
|
||||
<soundDrop>Metal_Drop</soundDrop>
|
||||
<useHitPoints>false</useHitPoints>
|
||||
<healthAffectsPrice>false</healthAffectsPrice>
|
||||
<statBases>
|
||||
<MarketValue>1</MarketValue>
|
||||
<Mass>1</Mass>
|
||||
<StuffPower_Armor_Sharp>3</StuffPower_Armor_Sharp>
|
||||
<StuffPower_Armor_Blunt>3</StuffPower_Armor_Blunt>
|
||||
<StuffPower_Armor_Heat>1</StuffPower_Armor_Heat>
|
||||
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
|
||||
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
|
||||
<SharpDamageMultiplier>2</SharpDamageMultiplier>
|
||||
<BluntDamageMultiplier>3</BluntDamageMultiplier>
|
||||
</statBases>
|
||||
<thingCategories>
|
||||
<li>ResourcesRaw</li>
|
||||
</thingCategories>
|
||||
<burnableByRecipe>false</burnableByRecipe>
|
||||
<smeltable>true</smeltable>
|
||||
<stuffProps>
|
||||
<categories>
|
||||
<li>Metallic</li>
|
||||
</categories>
|
||||
<appearance>Metal</appearance>
|
||||
<commonality>0</commonality>
|
||||
<allowedInStuffGeneration>false</allowedInStuffGeneration>
|
||||
<constructEffect>ConstructMetal</constructEffect>
|
||||
<color>(63, 74, 70)</color>
|
||||
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
|
||||
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
|
||||
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
|
||||
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
|
||||
<statOffsets>
|
||||
<Beauty>0</Beauty>
|
||||
</statOffsets>
|
||||
<statFactors>
|
||||
<MaxHitPoints>5</MaxHitPoints>
|
||||
<Flammability>0</Flammability>
|
||||
<WorkToMake>10</WorkToMake>
|
||||
<WorkToBuild>10</WorkToBuild>
|
||||
<DoorOpenSpeed>10</DoorOpenSpeed>
|
||||
<MeleeWeapon_CooldownMultiplier>1.1</MeleeWeapon_CooldownMultiplier>
|
||||
</statFactors>
|
||||
</stuffProps>
|
||||
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
|
||||
<allowedArchonexusCount>200</allowedArchonexusCount>
|
||||
<possessionCount>50</possessionCount>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="ResourceBase">
|
||||
<defName>WULA_Dark_Matter_Item</defName>
|
||||
<label>封装的暗物质</label>
|
||||
<description>由乌拉帝国技术完成封装的一小块暗物质,这种神秘物质具有许多似乎可以打破所谓自然法则的性质。\n\n注意:暗物质约束装置很脆弱,受到冲击时将引发大范围湮灭反应!</description>
|
||||
<graphicData>
|
||||
<texPath>Wula/Item/WULA_Dark_Matter_Item</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<tickerType>Normal</tickerType>
|
||||
<smeltable>false</smeltable>
|
||||
<genericMarketSellable>false</genericMarketSellable>
|
||||
<soundInteract>Metal_Drop</soundInteract>
|
||||
<soundDrop>Metal_Drop</soundDrop>
|
||||
<useHitPoints>false</useHitPoints>
|
||||
<healthAffectsPrice>false</healthAffectsPrice>
|
||||
<statBases>
|
||||
<MarketValue>1000</MarketValue>
|
||||
<Mass>0.01</Mass>
|
||||
<MaxHitPoints>50</MaxHitPoints>
|
||||
</statBases>
|
||||
<thingCategories>
|
||||
<li>ResourcesRaw</li>
|
||||
</thingCategories>
|
||||
<burnableByRecipe>false</burnableByRecipe>
|
||||
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
|
||||
<allowedArchonexusCount>80</allowedArchonexusCount>
|
||||
<possessionCount>1</possessionCount>
|
||||
<comps>
|
||||
<li Class="CompProperties_Explosive">
|
||||
<explosiveRadius>30</explosiveRadius>
|
||||
<explosiveDamageType>BombSuper</explosiveDamageType>
|
||||
<explosiveExpandPerStackcount>1</explosiveExpandPerStackcount>
|
||||
<startWickOnDamageTaken>
|
||||
<li>Bullet</li>
|
||||
<li>Arrow</li>
|
||||
<li>ArrowHighVelocity</li>
|
||||
</startWickOnDamageTaken>
|
||||
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
|
||||
<!-- <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> -->
|
||||
<preExplosionSpawnChance>1</preExplosionSpawnChance>
|
||||
<wickTicks>1</wickTicks>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="ResourceBase">
|
||||
<defName>WULA_Neutronium</defName>
|
||||
<label>零素</label>
|
||||
<description>零素也称中子元素,是中子星的主要构成成分,相比常规合金更适合作为装甲和近战武器的铸造材料,乌拉帝国通过以暗物质驱动的科技进行材料压缩,可以人为地制造这种强大材料。</description>
|
||||
<graphicData>
|
||||
<texPath>Wula/Item/WULA_Neutronium</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<tradeability>None</tradeability>
|
||||
<genericMarketSellable>false</genericMarketSellable>
|
||||
<soundInteract>Metal_Drop</soundInteract>
|
||||
<soundDrop>Metal_Drop</soundDrop>
|
||||
<useHitPoints>false</useHitPoints>
|
||||
<healthAffectsPrice>false</healthAffectsPrice>
|
||||
<statBases>
|
||||
<MarketValue>1</MarketValue>
|
||||
<Mass>1</Mass>
|
||||
<StuffPower_Armor_Sharp>3</StuffPower_Armor_Sharp>
|
||||
<StuffPower_Armor_Blunt>3</StuffPower_Armor_Blunt>
|
||||
<StuffPower_Armor_Heat>1</StuffPower_Armor_Heat>
|
||||
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
|
||||
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
|
||||
<SharpDamageMultiplier>2</SharpDamageMultiplier>
|
||||
<BluntDamageMultiplier>3</BluntDamageMultiplier>
|
||||
</statBases>
|
||||
<thingCategories>
|
||||
<li>ResourcesRaw</li>
|
||||
</thingCategories>
|
||||
<burnableByRecipe>false</burnableByRecipe>
|
||||
<smeltable>true</smeltable>
|
||||
<stuffProps>
|
||||
<categories>
|
||||
<li>Metallic</li>
|
||||
</categories>
|
||||
<appearance>Metal</appearance>
|
||||
<commonality>0</commonality>
|
||||
<allowedInStuffGeneration>false</allowedInStuffGeneration>
|
||||
<constructEffect>ConstructMetal</constructEffect>
|
||||
<color>(63, 74, 70)</color>
|
||||
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
|
||||
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
|
||||
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
|
||||
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
|
||||
<statOffsets>
|
||||
<Beauty>0</Beauty>
|
||||
</statOffsets>
|
||||
<statFactors>
|
||||
<MaxHitPoints>5</MaxHitPoints>
|
||||
<Flammability>0</Flammability>
|
||||
<WorkToMake>10</WorkToMake>
|
||||
<WorkToBuild>10</WorkToBuild>
|
||||
<DoorOpenSpeed>10</DoorOpenSpeed>
|
||||
<MeleeWeapon_CooldownMultiplier>1.1</MeleeWeapon_CooldownMultiplier>
|
||||
</statFactors>
|
||||
</stuffProps>
|
||||
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
|
||||
<allowedArchonexusCount>200</allowedArchonexusCount>
|
||||
<possessionCount>50</possessionCount>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef>
|
||||
<defName>WULA_Charge_Cube</defName>
|
||||
<label>乌拉帝国能源核心</label>
|
||||
@@ -206,110 +369,6 @@
|
||||
<possessionCount>50</possessionCount>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="ResourceBase">
|
||||
<defName>WULA_Dark_Matter_Item</defName>
|
||||
<label>封装的暗物质</label>
|
||||
<description>由乌拉帝国技术完成封装的一小块暗物质,这种神秘物质具有许多似乎可以打破所谓自然法则的性质。\n\n注意:暗物质约束装置很脆弱,受到冲击时将引发大范围湮灭反应!</description>
|
||||
<graphicData>
|
||||
<texPath>Wula/Item/WULA_Dark_Matter_Item</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<tickerType>Normal</tickerType>
|
||||
<smeltable>false</smeltable>
|
||||
<genericMarketSellable>false</genericMarketSellable>
|
||||
<soundInteract>Metal_Drop</soundInteract>
|
||||
<soundDrop>Metal_Drop</soundDrop>
|
||||
<useHitPoints>false</useHitPoints>
|
||||
<healthAffectsPrice>false</healthAffectsPrice>
|
||||
<statBases>
|
||||
<MarketValue>1000</MarketValue>
|
||||
<Mass>0.01</Mass>
|
||||
<MaxHitPoints>50</MaxHitPoints>
|
||||
</statBases>
|
||||
<thingCategories>
|
||||
<li>ResourcesRaw</li>
|
||||
</thingCategories>
|
||||
<burnableByRecipe>false</burnableByRecipe>
|
||||
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
|
||||
<allowedArchonexusCount>80</allowedArchonexusCount>
|
||||
<possessionCount>1</possessionCount>
|
||||
<comps>
|
||||
<li Class="CompProperties_Explosive">
|
||||
<explosiveRadius>30</explosiveRadius>
|
||||
<explosiveDamageType>BombSuper</explosiveDamageType>
|
||||
<explosiveExpandPerStackcount>1</explosiveExpandPerStackcount>
|
||||
<startWickOnDamageTaken>
|
||||
<li>Bullet</li>
|
||||
<li>Arrow</li>
|
||||
<li>ArrowHighVelocity</li>
|
||||
</startWickOnDamageTaken>
|
||||
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
|
||||
<!-- <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> -->
|
||||
<preExplosionSpawnChance>1</preExplosionSpawnChance>
|
||||
<wickTicks>1</wickTicks>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="ResourceBase">
|
||||
<defName>WULA_Neutronium</defName>
|
||||
<label>零素</label>
|
||||
<description>零素也称中子元素,是中子星的主要构成成分,相比常规合金更适合作为装甲和近战武器的铸造材料,乌拉帝国通过以暗物质驱动的科技进行材料压缩,可以人为地制造这种强大材料。</description>
|
||||
<graphicData>
|
||||
<texPath>Wula/Item/WULA_Neutronium</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<tradeability>None</tradeability>
|
||||
<genericMarketSellable>false</genericMarketSellable>
|
||||
<soundInteract>Metal_Drop</soundInteract>
|
||||
<soundDrop>Metal_Drop</soundDrop>
|
||||
<useHitPoints>false</useHitPoints>
|
||||
<healthAffectsPrice>false</healthAffectsPrice>
|
||||
<statBases>
|
||||
<MarketValue>1</MarketValue>
|
||||
<Mass>1</Mass>
|
||||
<StuffPower_Armor_Sharp>3</StuffPower_Armor_Sharp>
|
||||
<StuffPower_Armor_Blunt>3</StuffPower_Armor_Blunt>
|
||||
<StuffPower_Armor_Heat>1</StuffPower_Armor_Heat>
|
||||
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
|
||||
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
|
||||
<SharpDamageMultiplier>2</SharpDamageMultiplier>
|
||||
<BluntDamageMultiplier>3</BluntDamageMultiplier>
|
||||
</statBases>
|
||||
<thingCategories>
|
||||
<li>ResourcesRaw</li>
|
||||
</thingCategories>
|
||||
<burnableByRecipe>false</burnableByRecipe>
|
||||
<smeltable>true</smeltable>
|
||||
<stuffProps>
|
||||
<categories>
|
||||
<li>Metallic</li>
|
||||
</categories>
|
||||
<appearance>Metal</appearance>
|
||||
<commonality>0</commonality>
|
||||
<allowedInStuffGeneration>false</allowedInStuffGeneration>
|
||||
<constructEffect>ConstructMetal</constructEffect>
|
||||
<color>(63, 74, 70)</color>
|
||||
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
|
||||
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
|
||||
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
|
||||
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
|
||||
<statOffsets>
|
||||
<Beauty>0</Beauty>
|
||||
</statOffsets>
|
||||
<statFactors>
|
||||
<MaxHitPoints>5</MaxHitPoints>
|
||||
<Flammability>0</Flammability>
|
||||
<WorkToMake>10</WorkToMake>
|
||||
<WorkToBuild>10</WorkToBuild>
|
||||
<DoorOpenSpeed>10</DoorOpenSpeed>
|
||||
<MeleeWeapon_CooldownMultiplier>1.1</MeleeWeapon_CooldownMultiplier>
|
||||
</statFactors>
|
||||
</stuffProps>
|
||||
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
|
||||
<allowedArchonexusCount>200</allowedArchonexusCount>
|
||||
<possessionCount>50</possessionCount>
|
||||
</ThingDef>
|
||||
|
||||
<!-- 制造有机物前体 -->
|
||||
<ThingDef ParentName="ResourceBase">
|
||||
<defName>Wula_Organic_Precursor</defName>
|
||||
|
||||
@@ -58,6 +58,7 @@
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverType">
|
||||
<flyOverType>WULA_Flyover_BaseBuilder</flyOverType>
|
||||
<isRequiredForDrop>true</isRequiredForDrop>
|
||||
<laneLevel>3</laneLevel>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
|
||||
<availableFacilities>
|
||||
@@ -111,6 +112,13 @@
|
||||
<selectable>false</selectable>
|
||||
<alwaysHaulable>false</alwaysHaulable>
|
||||
<altitudeLayer>MetaOverlays</altitudeLayer>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverType">
|
||||
<flyOverType>WULA_Flyover_Airstrick</flyOverType>
|
||||
<isRequiredForDrop>true</isRequiredForDrop>
|
||||
<laneLevel>0</laneLevel>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="WULA_Fighter_Base">
|
||||
<defName>WULA_Fighter_A</defName>
|
||||
|
||||
@@ -69,27 +69,27 @@
|
||||
<!-- 经验核心组件 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_ExperienceCore">
|
||||
<trackedSkill>Melee</trackedSkill> <!-- 或 Melee -->
|
||||
<experienceMultiplier>1.5</experienceMultiplier>
|
||||
<experienceMultiplier>1</experienceMultiplier>
|
||||
<showExperienceInfo>true</showExperienceInfo>
|
||||
<dataPackDef>WULA_ExperienceDataPack_Melee</dataPackDef>
|
||||
<experienceThresholds>
|
||||
<li>
|
||||
<experienceRequired>1000</experienceRequired>
|
||||
<experienceRequired>2000</experienceRequired>
|
||||
<quality>Good</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>3000</experienceRequired>
|
||||
<experienceRequired>6000</experienceRequired>
|
||||
<quality>Excellent</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>6000</experienceRequired>
|
||||
<experienceRequired>12000</experienceRequired>
|
||||
<quality>Masterwork</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>10000</experienceRequired>
|
||||
<experienceRequired>20000</experienceRequired>
|
||||
<quality>Legendary</quality>
|
||||
<messageKey>WULA_WeaponMastering</messageKey>
|
||||
</li>
|
||||
@@ -435,27 +435,27 @@
|
||||
<!-- 经验核心组件 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_ExperienceCore">
|
||||
<trackedSkill>Shooting</trackedSkill> <!-- 或 Melee -->
|
||||
<experienceMultiplier>1.5</experienceMultiplier>
|
||||
<experienceMultiplier>1</experienceMultiplier>
|
||||
<showExperienceInfo>true</showExperienceInfo>
|
||||
<dataPackDef>WULA_ExperienceDataPack_Shooting</dataPackDef>
|
||||
<experienceThresholds>
|
||||
<li>
|
||||
<experienceRequired>1000</experienceRequired>
|
||||
<experienceRequired>2000</experienceRequired>
|
||||
<quality>Good</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>3000</experienceRequired>
|
||||
<experienceRequired>6000</experienceRequired>
|
||||
<quality>Excellent</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>6000</experienceRequired>
|
||||
<experienceRequired>12000</experienceRequired>
|
||||
<quality>Masterwork</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>10000</experienceRequired>
|
||||
<experienceRequired>20000</experienceRequired>
|
||||
<quality>Legendary</quality>
|
||||
<messageKey>WULA_WeaponMastering</messageKey>
|
||||
</li>
|
||||
|
||||
@@ -1,37 +1,53 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Defs>
|
||||
|
||||
<WulaFallenEmpire.EventUIConfigDef>
|
||||
<defName>Wula_EventUIConfig</defName>
|
||||
|
||||
<!-- General Style -->
|
||||
<labelFont>Small</labelFont>
|
||||
<drawBorders>true</drawBorders>
|
||||
<!-- 主窗口设置 -->
|
||||
<showMainWindow>false</showMainWindow>
|
||||
<useDefaultBackground>false</useDefaultBackground>
|
||||
<customBackgroundImagePath>Wula/Events/tile_large_bg</customBackgroundImagePath>
|
||||
<!-- <backgroundImagePath>Wula/Events/Portraits/PIA</backgroundImagePath> -->
|
||||
|
||||
<windowSize>(600,850)</windowSize>
|
||||
|
||||
<!-- 元素显示控制 -->
|
||||
<showPortrait>true</showPortrait>
|
||||
<showLabel>false</showLabel>
|
||||
<showCharacterName>true</showCharacterName>
|
||||
<showDescriptions>true</showDescriptions>
|
||||
<showOptions>true</showOptions>
|
||||
|
||||
<!-- 游戏控制设置 -->
|
||||
<pauseGameOnOpen>false</pauseGameOnOpen>
|
||||
|
||||
<!-- 元素尺寸 -->
|
||||
<portraitSize>(600,400)</portraitSize>
|
||||
<labelSize>(600,40)</labelSize>
|
||||
<characterNameSize>(600,30)</characterNameSize>
|
||||
<descriptionsSize>(500,150)</descriptionsSize>
|
||||
<optionsListSize>(600,200)</optionsListSize>
|
||||
<optionSize>(500,150)</optionSize>
|
||||
|
||||
<!-- 元素间距 (x=上间距, y=下间距) -->
|
||||
<portraitMargins>(0,10)</portraitMargins>
|
||||
<labelMargins>(10,0)</labelMargins>
|
||||
<characterNameMargins>(10,0)</characterNameMargins>
|
||||
<descriptionsMargins>(10,20)</descriptionsMargins>
|
||||
<optionsListMargins>(10,0)</optionsListMargins>
|
||||
|
||||
<!-- 描述区域内边距 (x=上下间距, y=左右间距) -->
|
||||
<descriptionsPadding>(10,25)</descriptionsPadding>
|
||||
|
||||
<!-- 选项列表内边距 (x=左右间距, y=上下间距) -->
|
||||
<optionsListPadding>(20,20)</optionsListPadding>
|
||||
|
||||
<!-- 选项设置 -->
|
||||
<optionSpacing>20</optionSpacing>
|
||||
|
||||
<!-- 调试和样式 -->
|
||||
<drawBorders>false</drawBorders>
|
||||
<showDefName>false</showDefName>
|
||||
<showLabel>true</showLabel>
|
||||
<defaultBackgroundImagePath></defaultBackgroundImagePath>
|
||||
|
||||
<!-- Virtual Layout Dimensions -->
|
||||
<lihuiSize>(1093, 687)</lihuiSize>
|
||||
<nameSize>(593, 530)</nameSize>
|
||||
<textSize>(593, 330)</textSize>
|
||||
<optionsWidth>750</optionsWidth>
|
||||
|
||||
<!-- Virtual Layout Offsets -->
|
||||
<textNameOffset>0</textNameOffset>
|
||||
<optionsTextOffset>0</optionsTextOffset>
|
||||
|
||||
<defaultWindowSize>(693, 887)</defaultWindowSize>
|
||||
|
||||
<!-- New Layout Dimensions -->
|
||||
<newLayoutNameSize>(200, 50)</newLayoutNameSize>
|
||||
<newLayoutLihuiSize>(600, 200)</newLayoutLihuiSize>
|
||||
<newLayoutTextSize>(600, 200)</newLayoutTextSize>
|
||||
<newLayoutOptionsWidth>600</newLayoutOptionsWidth>
|
||||
<newLayoutPadding>20</newLayoutPadding>
|
||||
<newLayoutTextNameOffset>20</newLayoutTextNameOffset>
|
||||
<newLayoutOptionsTextOffset>20</newLayoutOptionsTextOffset>
|
||||
|
||||
<labelFont>Medium</labelFont>
|
||||
</WulaFallenEmpire.EventUIConfigDef>
|
||||
|
||||
</Defs>
|
||||
</Defs>
|
||||
BIN
Content/Textures/Wula/Events/Portraits/PIA.png
Normal file
|
After Width: | Height: | Size: 122 KiB |
|
Before Width: | Height: | Size: 3.3 MiB After Width: | Height: | Size: 3.2 MiB |
BIN
Content/Textures/Wula/Events/tile_large_bg.png
Normal file
|
After Width: | Height: | Size: 58 KiB |
|
Before Width: | Height: | Size: 1.8 MiB After Width: | Height: | Size: 1.7 MiB |
|
Before Width: | Height: | Size: 340 KiB After Width: | Height: | Size: 311 KiB |
BIN
Content/Textures/Wula/UI/Commands/WULA_Antenna_Switch.png
Normal file
|
After Width: | Height: | Size: 6.2 KiB |
@@ -27,24 +27,28 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 使用配置的窗口尺寸
|
||||
public override Vector2 InitialSize
|
||||
{
|
||||
get
|
||||
{
|
||||
if (def.windowSize != Vector2.zero)
|
||||
{
|
||||
return def.windowSize;
|
||||
}
|
||||
return Config.defaultWindowSize;
|
||||
return def.windowSize != Vector2.zero ? def.windowSize : Config.windowSize;
|
||||
}
|
||||
}
|
||||
|
||||
public Dialog_CustomDisplay(EventDef def)
|
||||
{
|
||||
this.def = def;
|
||||
this.forcePause = true;
|
||||
|
||||
// 关键修改:使用配置控制是否暂停游戏
|
||||
this.forcePause = Config.pauseGameOnOpen;
|
||||
|
||||
this.absorbInputAroundWindow = true;
|
||||
this.doCloseX = true;
|
||||
|
||||
// 根据配置设置是否绘制窗口背景和阴影
|
||||
this.doWindowBackground = Config.showMainWindow;
|
||||
this.drawShadow = Config.showMainWindow;
|
||||
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
if (!def.descriptions.NullOrEmpty())
|
||||
@@ -73,12 +77,33 @@ namespace WulaFallenEmpire
|
||||
public override void PreOpen()
|
||||
{
|
||||
base.PreOpen();
|
||||
if (!def.portraitPath.NullOrEmpty())
|
||||
|
||||
// 加载立绘
|
||||
if (Config.showPortrait && !def.portraitPath.NullOrEmpty())
|
||||
{
|
||||
portrait = ContentFinder<Texture2D>.Get(def.portraitPath);
|
||||
}
|
||||
|
||||
string bgPath = !def.backgroundImagePath.NullOrEmpty() ? def.backgroundImagePath : Config.defaultBackgroundImagePath;
|
||||
// 加载背景 - 优先级:事件定义背景 > 自定义背景 > 默认背景
|
||||
string bgPath = null;
|
||||
|
||||
// 1. 首先检查事件定义中的背景
|
||||
if (!def.backgroundImagePath.NullOrEmpty())
|
||||
{
|
||||
bgPath = def.backgroundImagePath;
|
||||
}
|
||||
// 2. 然后检查自定义背景
|
||||
else if (!string.IsNullOrEmpty(Config.customBackgroundImagePath))
|
||||
{
|
||||
bgPath = Config.customBackgroundImagePath;
|
||||
}
|
||||
// 3. 最后检查是否使用默认背景
|
||||
else if (Config.useDefaultBackground)
|
||||
{
|
||||
// 这里可以设置一个默认背景路径,或者留空
|
||||
// bgPath = "UI/Backgrounds/DefaultEventBackground";
|
||||
}
|
||||
|
||||
if (!bgPath.NullOrEmpty())
|
||||
{
|
||||
background = ContentFinder<Texture2D>.Get(bgPath);
|
||||
@@ -103,60 +128,55 @@ namespace WulaFallenEmpire
|
||||
|
||||
public override void DoWindowContents(Rect inRect)
|
||||
{
|
||||
// 绘制背景
|
||||
// 绘制自定义背景(如果有)
|
||||
if (background != null)
|
||||
{
|
||||
GUI.DrawTexture(inRect, background, ScaleMode.ScaleToFit);
|
||||
GUI.DrawTexture(inRect, background, ScaleMode.StretchToFill);
|
||||
}
|
||||
|
||||
// 调试信息(def名称)
|
||||
if (Config.showDefName)
|
||||
float currentY = 0f;
|
||||
|
||||
// 1. 立绘
|
||||
if (Config.showPortrait)
|
||||
{
|
||||
Text.Font = GameFont.Tiny;
|
||||
GUI.color = Color.gray;
|
||||
Widgets.Label(new Rect(5, 5, inRect.width - 10, 20f), def.defName);
|
||||
GUI.color = Color.white;
|
||||
currentY += Config.GetScaledMargin(Config.portraitMargins.x, inRect);
|
||||
|
||||
Rect portraitRect = Config.GetScaledRect(Config.portraitSize, inRect);
|
||||
portraitRect.y = currentY;
|
||||
|
||||
if (portrait != null)
|
||||
{
|
||||
// 保持图片比例
|
||||
float aspectRatio = (float)portrait.width / portrait.height;
|
||||
float portraitWidth = portraitRect.height * aspectRatio;
|
||||
|
||||
// 居中显示
|
||||
Rect centeredPortraitRect = new Rect(
|
||||
portraitRect.center.x - portraitWidth / 2,
|
||||
portraitRect.y,
|
||||
portraitWidth,
|
||||
portraitRect.height
|
||||
);
|
||||
|
||||
GUI.DrawTexture(centeredPortraitRect, portrait, ScaleMode.ScaleToFit);
|
||||
}
|
||||
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(portraitRect);
|
||||
}
|
||||
|
||||
currentY += portraitRect.height + Config.GetScaledMargin(Config.portraitMargins.y, inRect);
|
||||
}
|
||||
|
||||
// 使用新的布局参数
|
||||
float scale = CalculateScale(inRect);
|
||||
|
||||
// 使用新的布局尺寸
|
||||
float scaledLihuiWidth = Config.newLayoutLihuiSize.x * scale;
|
||||
float scaledLihuiHeight = Config.newLayoutLihuiSize.y * scale;
|
||||
float scaledTextWidth = Config.newLayoutTextSize.x * scale;
|
||||
float scaledTextHeight = Config.newLayoutTextSize.y * scale;
|
||||
float scaledOptionsWidth = Config.newLayoutOptionsWidth * scale;
|
||||
|
||||
// 计算各元素高度
|
||||
float labelHeight = 30f * scale;
|
||||
float characterNameHeight = 25f * scale;
|
||||
float descriptionHeight = scaledTextHeight;
|
||||
float optionsHeight = CalculateOptionsHeight(def.options, scaledOptionsWidth, scale);
|
||||
|
||||
// 使用新的间距参数
|
||||
float topMargin = Config.newLayoutPadding * scale;
|
||||
float elementSpacing = Config.newLayoutTextNameOffset * scale;
|
||||
float textOptionsSpacing = Config.newLayoutOptionsTextOffset * scale;
|
||||
|
||||
float currentY = topMargin;
|
||||
|
||||
// 1. 立绘(水平居中,顶着顶部)
|
||||
Rect lihuiRect = new Rect((inRect.width - scaledLihuiWidth) / 2, currentY, scaledLihuiWidth, scaledLihuiHeight);
|
||||
if (portrait != null)
|
||||
{
|
||||
GUI.DrawTexture(lihuiRect, portrait, ScaleMode.ScaleToFit);
|
||||
}
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(lihuiRect);
|
||||
}
|
||||
currentY += scaledLihuiHeight + elementSpacing;
|
||||
|
||||
// 2. Label(水平居中)
|
||||
// 2. Label
|
||||
if (Config.showLabel)
|
||||
{
|
||||
Rect labelRect = new Rect(0, currentY, inRect.width, labelHeight);
|
||||
currentY += Config.GetScaledMargin(Config.labelMargins.x, inRect);
|
||||
|
||||
Rect labelRect = Config.GetScaledRect(Config.labelSize, inRect);
|
||||
labelRect.y = currentY;
|
||||
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = Config.labelFont;
|
||||
Widgets.Label(labelRect, def.label);
|
||||
@@ -167,68 +187,108 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
Widgets.DrawBox(labelRect);
|
||||
}
|
||||
currentY += labelHeight + elementSpacing;
|
||||
|
||||
currentY += labelRect.height + Config.GetScaledMargin(Config.labelMargins.y, inRect);
|
||||
}
|
||||
|
||||
// 3. CharacterName(水平居中)
|
||||
Rect nameRect = new Rect(0, currentY, inRect.width, characterNameHeight);
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = GameFont.Medium;
|
||||
Widgets.Label(nameRect, def.characterName);
|
||||
Text.Font = GameFont.Small;
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
|
||||
if (Config.drawBorders)
|
||||
// 3. CharacterName
|
||||
if (Config.showCharacterName)
|
||||
{
|
||||
Widgets.DrawBox(nameRect);
|
||||
currentY += Config.GetScaledMargin(Config.characterNameMargins.x, inRect);
|
||||
|
||||
Rect nameRect = Config.GetScaledRect(Config.characterNameSize, inRect);
|
||||
nameRect.y = currentY;
|
||||
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = GameFont.Medium;
|
||||
Widgets.Label(nameRect, def.characterName);
|
||||
Text.Font = GameFont.Small;
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(nameRect);
|
||||
}
|
||||
|
||||
currentY += nameRect.height + Config.GetScaledMargin(Config.characterNameMargins.y, inRect);
|
||||
}
|
||||
currentY += characterNameHeight + elementSpacing;
|
||||
|
||||
// 4. Descriptions(水平居中)
|
||||
Rect textRect = new Rect((inRect.width - scaledTextWidth) / 2, currentY, scaledTextWidth, descriptionHeight);
|
||||
if (Config.drawBorders)
|
||||
// 4. 描述
|
||||
if (Config.showDescriptions)
|
||||
{
|
||||
Widgets.DrawBox(textRect);
|
||||
currentY += Config.GetScaledMargin(Config.descriptionsMargins.x, inRect);
|
||||
|
||||
Rect descriptionRect = Config.GetScaledRect(Config.descriptionsSize, inRect);
|
||||
descriptionRect.y = currentY;
|
||||
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(descriptionRect);
|
||||
}
|
||||
|
||||
// 应用描述区域内边距
|
||||
Vector2 scaledDescriptionsPadding = Config.GetScaledDescriptionsPadding(descriptionRect);
|
||||
Rect descriptionInnerRect = descriptionRect.ContractedBy(scaledDescriptionsPadding.y, scaledDescriptionsPadding.x);
|
||||
|
||||
// 使用可滚动的文本区域
|
||||
float textHeight = Text.CalcHeight(selectedDescription, descriptionInnerRect.width);
|
||||
Rect viewRect = new Rect(0, 0, descriptionInnerRect.width, Mathf.Max(textHeight, descriptionInnerRect.height));
|
||||
|
||||
Widgets.BeginScrollView(descriptionInnerRect, ref descriptionScrollPosition, viewRect);
|
||||
Widgets.Label(new Rect(0, 0, viewRect.width, viewRect.height), selectedDescription);
|
||||
Widgets.EndScrollView();
|
||||
|
||||
currentY += descriptionRect.height + Config.GetScaledMargin(Config.descriptionsMargins.y, inRect);
|
||||
}
|
||||
|
||||
// 增加内边距
|
||||
float textInnerPadding = 15f * scale;
|
||||
Rect textInnerRect = textRect.ContractedBy(textInnerPadding);
|
||||
Widgets.LabelScrollable(textInnerRect, selectedDescription, ref scrollPosition);
|
||||
|
||||
currentY += descriptionHeight + textOptionsSpacing;
|
||||
|
||||
// 5. Options(水平居中)
|
||||
Rect optionRect = new Rect((inRect.width - scaledOptionsWidth) / 2, currentY, scaledOptionsWidth, optionsHeight);
|
||||
if (Config.drawBorders)
|
||||
// 5. 选项列表
|
||||
if (Config.showOptions)
|
||||
{
|
||||
Widgets.DrawBox(optionRect);
|
||||
currentY += Config.GetScaledMargin(Config.optionsListMargins.x, inRect);
|
||||
|
||||
Rect optionsRect = Config.GetScaledRect(Config.optionsListSize, inRect);
|
||||
optionsRect.y = currentY;
|
||||
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(optionsRect);
|
||||
}
|
||||
|
||||
DrawOptions(optionsRect, def.options);
|
||||
|
||||
currentY += optionsRect.height + Config.GetScaledMargin(Config.optionsListMargins.y, inRect);
|
||||
}
|
||||
|
||||
// 调试信息
|
||||
if (Config.showDefName)
|
||||
{
|
||||
Text.Font = GameFont.Tiny;
|
||||
GUI.color = Color.gray;
|
||||
Widgets.Label(new Rect(5, 5, inRect.width - 10, 20f), def.defName);
|
||||
GUI.color = Color.white;
|
||||
}
|
||||
|
||||
// 增加内边距
|
||||
float optionsInnerPadding = 10f * scale;
|
||||
DrawOptions(optionRect.ContractedBy(optionsInnerPadding), def.options, scale);
|
||||
}
|
||||
|
||||
// 计算缩放比例 - 使用新的布局参数
|
||||
private float CalculateScale(Rect inRect)
|
||||
{
|
||||
float virtualWidth = Mathf.Max(
|
||||
Config.newLayoutLihuiSize.x,
|
||||
Config.newLayoutTextSize.x,
|
||||
Config.newLayoutOptionsWidth
|
||||
);
|
||||
float scaleX = inRect.width / virtualWidth;
|
||||
return Mathf.Min(scaleX, 1.0f) * 0.85f; // 稍微减少缩放以留出更多边距
|
||||
}
|
||||
// 滚动位置
|
||||
private Vector2 descriptionScrollPosition = Vector2.zero;
|
||||
private Vector2 optionsScrollPosition = Vector2.zero;
|
||||
|
||||
// 计算选项区域高度
|
||||
private float CalculateOptionsHeight(List<EventOption> options, float optionsWidth, float scale)
|
||||
// 绘制选项区域
|
||||
private void DrawOptions(Rect rect, List<EventOption> options)
|
||||
{
|
||||
if (options == null || options.Count == 0)
|
||||
return 0f;
|
||||
return;
|
||||
|
||||
float totalHeight = 0f;
|
||||
// 应用选项列表内边距
|
||||
Vector2 scaledPadding = Config.GetScaledOptionsListPadding(rect);
|
||||
Rect optionsInnerRect = rect.ContractedBy(scaledPadding.x, scaledPadding.y);
|
||||
|
||||
// 计算缩放后的选项尺寸和间距
|
||||
Vector2 scaledOptionSize = Config.GetScaledOptionSize(optionsInnerRect);
|
||||
float scaledOptionSpacing = Config.GetScaledOptionSpacing(optionsInnerRect);
|
||||
|
||||
// 计算可见的选项
|
||||
var visibleOptions = new List<EventOption>();
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
|
||||
foreach (var option in options)
|
||||
@@ -240,56 +300,149 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 增加选项高度和间距
|
||||
totalHeight += 35f * scale; // 每个选项高度
|
||||
totalHeight += 8f * scale; // 选项间距
|
||||
visibleOptions.Add(option);
|
||||
}
|
||||
|
||||
return totalHeight;
|
||||
}
|
||||
|
||||
// 绘制选项
|
||||
private void DrawOptions(Rect rect, List<EventOption> options, float scale)
|
||||
{
|
||||
if (options == null || options.Count == 0)
|
||||
if (visibleOptions.Count == 0)
|
||||
return;
|
||||
|
||||
Listing_Standard listing = new Listing_Standard();
|
||||
listing.Begin(rect);
|
||||
|
||||
// 增加选项之间的间距
|
||||
listing.verticalSpacing = 8f * scale;
|
||||
|
||||
foreach (var option in options)
|
||||
// 计算选项列表的总高度
|
||||
float totalOptionsHeight = (scaledOptionSize.y * visibleOptions.Count) +
|
||||
(scaledOptionSpacing * (visibleOptions.Count - 1));
|
||||
|
||||
bool needsScroll = totalOptionsHeight > optionsInnerRect.height;
|
||||
|
||||
// 如果需要滚动,使用滚动视图
|
||||
if (needsScroll)
|
||||
{
|
||||
string reason;
|
||||
bool conditionsMet = AreConditionsMet(option.conditions, out reason);
|
||||
|
||||
if (conditionsMet)
|
||||
Rect viewRect = new Rect(0, 0, optionsInnerRect.width - 20f, totalOptionsHeight);
|
||||
Widgets.BeginScrollView(optionsInnerRect, ref optionsScrollPosition, viewRect);
|
||||
|
||||
float currentY = 0f;
|
||||
foreach (var option in visibleOptions)
|
||||
{
|
||||
if (listing.ButtonText(option.label))
|
||||
DrawSingleOption(new Rect(0, currentY, viewRect.width, scaledOptionSize.y), option);
|
||||
currentY += scaledOptionSize.y + scaledOptionSpacing;
|
||||
}
|
||||
|
||||
Widgets.EndScrollView();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 不需要滚动,垂直居中显示所有选项
|
||||
float totalHeight = (scaledOptionSize.y * visibleOptions.Count) +
|
||||
(scaledOptionSpacing * (visibleOptions.Count - 1));
|
||||
float startY = optionsInnerRect.y + (optionsInnerRect.height - totalHeight) / 2;
|
||||
|
||||
float currentY = startY;
|
||||
foreach (var option in visibleOptions)
|
||||
{
|
||||
DrawSingleOption(new Rect(optionsInnerRect.x, currentY, optionsInnerRect.width, scaledOptionSize.y), option);
|
||||
currentY += scaledOptionSize.y + scaledOptionSpacing;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制单个选项
|
||||
private void DrawSingleOption(Rect rect, EventOption option)
|
||||
{
|
||||
string reason;
|
||||
bool conditionsMet = AreConditionsMet(option.conditions, out reason);
|
||||
|
||||
// 水平居中选项
|
||||
float optionWidth = Mathf.Min(rect.width, Config.optionSize.x * (rect.width / Config.windowSize.x));
|
||||
float optionX = rect.x + (rect.width - optionWidth) / 2;
|
||||
Rect optionRect = new Rect(optionX, rect.y, optionWidth, rect.height);
|
||||
|
||||
if (conditionsMet)
|
||||
{
|
||||
// 保存原始颜色状态
|
||||
Color originalColor = GUI.color;
|
||||
GameFont originalFont = Text.Font;
|
||||
Color originalTextColor = GUI.contentColor;
|
||||
|
||||
try
|
||||
{
|
||||
// 应用自定义颜色
|
||||
if (option.useCustomColors)
|
||||
{
|
||||
ApplyOptionColors(option, optionRect);
|
||||
}
|
||||
|
||||
if (Widgets.ButtonText(optionRect, option.label))
|
||||
{
|
||||
HandleAction(option.optionEffects);
|
||||
}
|
||||
}
|
||||
else
|
||||
finally
|
||||
{
|
||||
if (option.hideWhenDisabled)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Rect buttonRect = listing.GetRect(35f * scale); // 增加按钮高度
|
||||
Widgets.ButtonText(buttonRect, option.label, false, true, false);
|
||||
TooltipHandler.TipRegion(buttonRect, GetDisabledReason(option, reason));
|
||||
// 恢复原始颜色状态
|
||||
GUI.color = originalColor;
|
||||
Text.Font = originalFont;
|
||||
GUI.contentColor = originalTextColor;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 禁用状态的选项
|
||||
Color originalColor = GUI.color;
|
||||
GameFont originalFont = Text.Font;
|
||||
Color originalTextColor = GUI.contentColor;
|
||||
|
||||
listing.End();
|
||||
try
|
||||
{
|
||||
// 应用禁用状态的自定义颜色
|
||||
if (option.useCustomColors && option.disabledColor.HasValue)
|
||||
{
|
||||
GUI.color = option.disabledColor.Value;
|
||||
}
|
||||
if (option.useCustomColors && option.textDisabledColor.HasValue)
|
||||
{
|
||||
GUI.contentColor = option.textDisabledColor.Value;
|
||||
}
|
||||
|
||||
Widgets.ButtonText(optionRect, option.label, false, true, false);
|
||||
TooltipHandler.TipRegion(optionRect, GetDisabledReason(option, reason));
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 恢复原始颜色状态
|
||||
GUI.color = originalColor;
|
||||
Text.Font = originalFont;
|
||||
GUI.contentColor = originalTextColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 滚动位置用于描述文本
|
||||
private Vector2 scrollPosition = Vector2.zero;
|
||||
// 应用选项颜色
|
||||
private void ApplyOptionColors(EventOption option, Rect rect)
|
||||
{
|
||||
if (!option.useCustomColors)
|
||||
return;
|
||||
|
||||
// 检查鼠标是否悬停在选项上
|
||||
bool isMouseOver = Mouse.IsOver(rect);
|
||||
|
||||
// 设置按钮背景颜色
|
||||
if (isMouseOver && option.hoverColor.HasValue)
|
||||
{
|
||||
GUI.color = option.hoverColor.Value;
|
||||
}
|
||||
else if (option.normalColor.HasValue)
|
||||
{
|
||||
GUI.color = option.normalColor.Value;
|
||||
}
|
||||
|
||||
// 设置文本颜色
|
||||
if (isMouseOver && option.textHoverColor.HasValue)
|
||||
{
|
||||
GUI.contentColor = option.textHoverColor.Value;
|
||||
}
|
||||
else if (option.textColor.HasValue)
|
||||
{
|
||||
GUI.contentColor = option.textColor.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleAction(List<ConditionalEffects> conditionalEffects)
|
||||
{
|
||||
|
||||
@@ -1,277 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Dialog_NewLayoutDisplay : Window
|
||||
{
|
||||
private EventDef def;
|
||||
private Texture2D portrait;
|
||||
private Texture2D background;
|
||||
private string selectedDescription;
|
||||
|
||||
private static EventUIConfigDef config;
|
||||
public static EventUIConfigDef Config
|
||||
{
|
||||
get
|
||||
{
|
||||
if (config == null)
|
||||
{
|
||||
config = DefDatabase<EventUIConfigDef>.GetNamed("Wula_EventUIConfig");
|
||||
}
|
||||
return config;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 InitialSize
|
||||
{
|
||||
get
|
||||
{
|
||||
if (def.windowSize != Vector2.zero)
|
||||
{
|
||||
return def.windowSize;
|
||||
}
|
||||
return Config.defaultWindowSize;
|
||||
}
|
||||
}
|
||||
|
||||
public Dialog_NewLayoutDisplay(EventDef def)
|
||||
{
|
||||
this.def = def;
|
||||
this.forcePause = true;
|
||||
this.absorbInputAroundWindow = true;
|
||||
this.doCloseX = true;
|
||||
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
if (!def.descriptions.NullOrEmpty())
|
||||
{
|
||||
if (def.descriptionMode == DescriptionSelectionMode.Random)
|
||||
{
|
||||
selectedDescription = def.descriptions.RandomElement();
|
||||
}
|
||||
else
|
||||
{
|
||||
string indexVarName = $"_seq_desc_index_{def.defName}";
|
||||
int currentIndex = eventVarManager.GetVariable<int>(indexVarName, 0);
|
||||
|
||||
selectedDescription = def.descriptions[currentIndex];
|
||||
|
||||
int nextIndex = (currentIndex + 1) % def.descriptions.Count;
|
||||
eventVarManager.SetVariable(indexVarName, nextIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedDescription = "Error: No descriptions found in def.";
|
||||
}
|
||||
}
|
||||
|
||||
public override void PreOpen()
|
||||
{
|
||||
base.PreOpen();
|
||||
if (!def.portraitPath.NullOrEmpty())
|
||||
{
|
||||
portrait = ContentFinder<Texture2D>.Get(def.portraitPath);
|
||||
}
|
||||
|
||||
string bgPath = !def.backgroundImagePath.NullOrEmpty() ? def.backgroundImagePath : Config.defaultBackgroundImagePath;
|
||||
if (!bgPath.NullOrEmpty())
|
||||
{
|
||||
background = ContentFinder<Texture2D>.Get(bgPath);
|
||||
}
|
||||
|
||||
HandleAction(def.immediateEffects);
|
||||
|
||||
if (!def.conditionalDescriptions.NullOrEmpty())
|
||||
{
|
||||
foreach (var condDesc in def.conditionalDescriptions)
|
||||
{
|
||||
string reason;
|
||||
if (AreConditionsMet(condDesc.conditions, out reason))
|
||||
{
|
||||
selectedDescription += "\n\n" + condDesc.text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
selectedDescription = FormatDescription(selectedDescription);
|
||||
}
|
||||
|
||||
public override void DoWindowContents(Rect inRect)
|
||||
{
|
||||
if (background != null)
|
||||
{
|
||||
GUI.DrawTexture(inRect, background, ScaleMode.ScaleToFit);
|
||||
}
|
||||
|
||||
if (Config.showDefName)
|
||||
{
|
||||
Text.Font = GameFont.Tiny;
|
||||
GUI.color = Color.gray;
|
||||
Widgets.Label(new Rect(5, 5, inRect.width - 10, 20f), def.defName);
|
||||
GUI.color = Color.white;
|
||||
}
|
||||
|
||||
if (Config.showLabel)
|
||||
{
|
||||
Text.Font = Config.labelFont;
|
||||
Widgets.Label(new Rect(5, 20f, inRect.width - 10, 30f), def.label);
|
||||
Text.Font = GameFont.Small;
|
||||
}
|
||||
|
||||
// 假设一个统一的边距
|
||||
float padding = Config.newLayoutPadding;
|
||||
|
||||
// 名称区域
|
||||
float nameHeight = Config.newLayoutNameSize.y;
|
||||
float nameWidth = Config.newLayoutNameSize.x;
|
||||
Rect nameRect = new Rect(inRect.x + (inRect.width - nameWidth) / 2f, inRect.y + padding, nameWidth, nameHeight);
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(nameRect);
|
||||
}
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = GameFont.Medium;
|
||||
Widgets.Label(nameRect, def.characterName);
|
||||
Text.Font = GameFont.Small;
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
|
||||
// 立绘区域
|
||||
float lihuiWidth = Config.newLayoutLihuiSize.x;
|
||||
float lihuiHeight = Config.newLayoutLihuiSize.y;
|
||||
Rect lihuiRect = new Rect(inRect.x + (inRect.width - lihuiWidth) / 2f, nameRect.yMax + padding, lihuiWidth, lihuiHeight);
|
||||
if (portrait != null)
|
||||
{
|
||||
GUI.DrawTexture(lihuiRect, portrait, ScaleMode.ScaleToFit);
|
||||
}
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(lihuiRect);
|
||||
}
|
||||
|
||||
// 选项区域 (预先计算高度)
|
||||
float optionButtonHeight = 30f; // 每个按钮的高度
|
||||
float optionSpacing = 5f; // 按钮之间的间距
|
||||
float calculatedOptionHeight = 0f;
|
||||
if (def.options != null && def.options.Any())
|
||||
{
|
||||
calculatedOptionHeight = def.options.Count * optionButtonHeight + (def.options.Count - 1) * optionSpacing;
|
||||
}
|
||||
calculatedOptionHeight = Mathf.Max(calculatedOptionHeight, 100f); // 最小高度
|
||||
|
||||
float optionsWidth = Config.newLayoutOptionsWidth;
|
||||
Rect optionRect = new Rect(inRect.x + (inRect.width - optionsWidth) / 2f, inRect.yMax - padding - calculatedOptionHeight, optionsWidth, calculatedOptionHeight);
|
||||
|
||||
// 描述区域
|
||||
float textWidth = Config.newLayoutTextSize.x;
|
||||
Rect textRect = new Rect(inRect.x + (inRect.width - textWidth) / 2f, lihuiRect.yMax + padding, textWidth, optionRect.y - (lihuiRect.yMax + padding) - padding);
|
||||
if (Config.drawBorders)
|
||||
{
|
||||
Widgets.DrawBox(textRect);
|
||||
}
|
||||
Rect textInnerRect = textRect.ContractedBy(padding);
|
||||
Widgets.Label(textInnerRect, selectedDescription);
|
||||
|
||||
// 选项列表的绘制
|
||||
Listing_Standard listing = new Listing_Standard();
|
||||
listing.Begin(optionRect); // 使用完整的 optionRect
|
||||
if (def.options != null)
|
||||
{
|
||||
foreach (var option in def.options)
|
||||
{
|
||||
string reason;
|
||||
bool conditionsMet = AreConditionsMet(option.conditions, out reason);
|
||||
|
||||
if (conditionsMet)
|
||||
{
|
||||
if (listing.ButtonText(option.label))
|
||||
{
|
||||
HandleAction(option.optionEffects);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (option.hideWhenDisabled)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Rect rect = listing.GetRect(30f);
|
||||
Widgets.ButtonText(rect, option.label, false, true, false);
|
||||
TooltipHandler.TipRegion(rect, GetDisabledReason(option, reason));
|
||||
}
|
||||
}
|
||||
}
|
||||
listing.End();
|
||||
}
|
||||
|
||||
private void HandleAction(List<ConditionalEffects> conditionalEffects)
|
||||
{
|
||||
if (conditionalEffects.NullOrEmpty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var ce in conditionalEffects)
|
||||
{
|
||||
if (AreConditionsMet(ce.conditions, out _))
|
||||
{
|
||||
ce.Execute(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool AreConditionsMet(List<Condition> conditions, out string reason)
|
||||
{
|
||||
reason = "";
|
||||
if (conditions.NullOrEmpty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
foreach (var condition in conditions)
|
||||
{
|
||||
if (!condition.IsMet(out string singleReason))
|
||||
{
|
||||
reason = singleReason;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private string GetDisabledReason(EventOption option, string reason)
|
||||
{
|
||||
if (!option.disabledReason.NullOrEmpty())
|
||||
{
|
||||
return option.disabledReason;
|
||||
}
|
||||
return reason;
|
||||
}
|
||||
|
||||
public override void PostClose()
|
||||
{
|
||||
base.PostClose();
|
||||
HandleAction(def.dismissEffects);
|
||||
}
|
||||
|
||||
private string FormatDescription(string description)
|
||||
{
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
// Use regex to find all placeholders like {variableName}
|
||||
return Regex.Replace(description, @"\{(.+?)\}", match =>
|
||||
{
|
||||
string varName = match.Groups[1].Value;
|
||||
if (eventVarManager.HasVariable(varName))
|
||||
{
|
||||
// Important: GetVariable<object> to get any type
|
||||
return eventVarManager.GetVariable<object>(varName)?.ToString() ?? "";
|
||||
}
|
||||
return match.Value; // Keep placeholder if variable not found
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -33,6 +33,8 @@ namespace WulaFallenEmpire
|
||||
public List<ConditionalEffects> immediateEffects;
|
||||
public List<ConditionalEffects> dismissEffects;
|
||||
public List<ConditionalDescription> conditionalDescriptions;
|
||||
public Color? defaultOptionColor = null;
|
||||
public Color? defaultOptionTextColor = null;
|
||||
|
||||
public override void PostLoad()
|
||||
{
|
||||
@@ -65,10 +67,25 @@ namespace WulaFallenEmpire
|
||||
public class EventOption
|
||||
{
|
||||
public string label;
|
||||
public List<ConditionalEffects> optionEffects;
|
||||
public List<Condition> conditions;
|
||||
public string disabledReason;
|
||||
public bool hideWhenDisabled = false;
|
||||
public bool hideWhenDisabled = true;
|
||||
public List<ConditionalEffects> optionEffects;
|
||||
|
||||
// 新增:选项颜色设置
|
||||
public Color? normalColor = null; // 正常状态颜色
|
||||
public Color? hoverColor = null; // 悬停状态颜色
|
||||
public Color? activeColor = null; // 激活状态颜色
|
||||
public Color? disabledColor = null; // 禁用状态颜色
|
||||
|
||||
// 新增:文本颜色设置
|
||||
public Color? textColor = null; // 文本颜色
|
||||
public Color? textHoverColor = null; // 悬停时文本颜色
|
||||
public Color? textActiveColor = null; // 激活时文本颜色
|
||||
public Color? textDisabledColor = null;// 禁用时文本颜色
|
||||
|
||||
// 新增:是否使用自定义颜色
|
||||
public bool useCustomColors = false;
|
||||
}
|
||||
|
||||
public class LoopEffects
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
@@ -5,30 +6,136 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public class EventUIConfigDef : Def
|
||||
{
|
||||
// General Style
|
||||
public GameFont labelFont = GameFont.Small;
|
||||
public bool drawBorders = true;
|
||||
public bool showDefName = true;
|
||||
public bool showLabel = true;
|
||||
public string defaultBackgroundImagePath;
|
||||
public Vector2 defaultWindowSize = new Vector2(750f, 500f);
|
||||
|
||||
// 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;
|
||||
// ===== 主窗口设置 =====
|
||||
public bool showMainWindow = true;
|
||||
public Vector2 windowSize = new Vector2(600f, 750f);
|
||||
|
||||
// Virtual Layout Offsets
|
||||
public float textNameOffset = 20f;
|
||||
public float optionsTextOffset = 20f;
|
||||
// New Layout Dimensions
|
||||
public Vector2 newLayoutNameSize = new Vector2(200f, 50f);
|
||||
public Vector2 newLayoutLihuiSize = new Vector2(300f, 400f);
|
||||
public Vector2 newLayoutTextSize = new Vector2(600f, 200f);
|
||||
public float newLayoutOptionsWidth = 600f;
|
||||
public float newLayoutPadding = 20f;
|
||||
public float newLayoutTextNameOffset = 20f;
|
||||
public float newLayoutOptionsTextOffset = 20f;
|
||||
// ===== 游戏控制设置 =====
|
||||
public bool pauseGameOnOpen = true; // 新增:窗口打开时是否暂停游戏
|
||||
|
||||
// ===== 背景设置 =====
|
||||
public bool useDefaultBackground = true;
|
||||
public string customBackgroundImagePath;
|
||||
|
||||
// ===== 元素显示控制 =====
|
||||
public bool showPortrait = true;
|
||||
public bool showLabel = true;
|
||||
public bool showCharacterName = true;
|
||||
public bool showDescriptions = true;
|
||||
public bool showOptions = true;
|
||||
|
||||
// ===== 元素尺寸设置 =====
|
||||
public Vector2 portraitSize = new Vector2(600f, 200f);
|
||||
public Vector2 labelSize = new Vector2(600f, 30f);
|
||||
public Vector2 characterNameSize = new Vector2(600f, 50f);
|
||||
public Vector2 descriptionsSize = new Vector2(600f, 200f);
|
||||
public Vector2 optionsListSize = new Vector2(600f, 200f);
|
||||
public Vector2 optionSize = new Vector2(500f, 30f);
|
||||
|
||||
// ===== 元素间距设置 (x=上间距, y=下间距) =====
|
||||
public Vector2 portraitMargins = new Vector2(0f, 20f);
|
||||
public Vector2 labelMargins = new Vector2(20f, 20f);
|
||||
public Vector2 characterNameMargins = new Vector2(20f, 20f);
|
||||
public Vector2 descriptionsMargins = new Vector2(20f, 20f);
|
||||
public Vector2 optionsListMargins = new Vector2(20f, 0f);
|
||||
|
||||
// ===== 描述区域内边距 (x=上下间距, y=左右间距) =====
|
||||
public Vector2 descriptionsPadding = new Vector2(0f, 0f);
|
||||
|
||||
// ===== 选项列表内边距 (x=左右间距, y=上下间距) =====
|
||||
public Vector2 optionsListPadding = new Vector2(50f, 20f);
|
||||
|
||||
// ===== 选项设置 =====
|
||||
public float optionSpacing = 10f;
|
||||
|
||||
// ===== 调试和样式设置 =====
|
||||
public bool drawBorders = false;
|
||||
public bool showDefName = false;
|
||||
public GameFont labelFont = GameFont.Small;
|
||||
|
||||
// ===== 计算属性 =====
|
||||
public float TotalHeight
|
||||
{
|
||||
get
|
||||
{
|
||||
float height = 0f;
|
||||
|
||||
if (showPortrait)
|
||||
height += portraitSize.y + portraitMargins.x + portraitMargins.y;
|
||||
|
||||
if (showLabel)
|
||||
height += labelSize.y + labelMargins.x + labelMargins.y;
|
||||
|
||||
if (showCharacterName)
|
||||
height += characterNameSize.y + characterNameMargins.x + characterNameMargins.y;
|
||||
|
||||
if (showDescriptions)
|
||||
height += descriptionsSize.y + descriptionsMargins.x + descriptionsMargins.y;
|
||||
|
||||
if (showOptions)
|
||||
height += optionsListSize.y + optionsListMargins.x + optionsListMargins.y;
|
||||
|
||||
return height;
|
||||
}
|
||||
}
|
||||
|
||||
// ===== 辅助方法 =====
|
||||
public Rect GetScaledRect(Vector2 originalSize, Rect container, bool centerHorizontal = true)
|
||||
{
|
||||
float scaleX = container.width / windowSize.x;
|
||||
float scaleY = container.height / windowSize.y;
|
||||
float scale = Mathf.Min(scaleX, scaleY);
|
||||
|
||||
Vector2 scaledSize = new Vector2(originalSize.x * scale, originalSize.y * scale);
|
||||
Vector2 position = new Vector2(
|
||||
centerHorizontal ? (container.width - scaledSize.x) / 2 : 0,
|
||||
0
|
||||
);
|
||||
|
||||
return new Rect(position.x, position.y, scaledSize.x, scaledSize.y);
|
||||
}
|
||||
|
||||
public float GetScaledMargin(float margin, Rect container)
|
||||
{
|
||||
float scaleY = container.height / windowSize.y;
|
||||
return margin * scaleY;
|
||||
}
|
||||
|
||||
public Vector2 GetScaledOptionSize(Rect container)
|
||||
{
|
||||
float scaleX = container.width / windowSize.x;
|
||||
float scaleY = container.height / windowSize.y;
|
||||
float scale = Mathf.Min(scaleX, scaleY);
|
||||
|
||||
return new Vector2(optionSize.x * scale, optionSize.y * scale);
|
||||
}
|
||||
|
||||
public float GetScaledOptionSpacing(Rect container)
|
||||
{
|
||||
float scaleY = container.height / windowSize.y;
|
||||
return optionSpacing * scaleY;
|
||||
}
|
||||
|
||||
public Vector2 GetScaledOptionsListPadding(Rect container)
|
||||
{
|
||||
float scaleX = container.width / windowSize.x;
|
||||
float scaleY = container.height / windowSize.y;
|
||||
|
||||
return new Vector2(
|
||||
optionsListPadding.x * scaleX,
|
||||
optionsListPadding.y * scaleY
|
||||
);
|
||||
}
|
||||
|
||||
public Vector2 GetScaledDescriptionsPadding(Rect container)
|
||||
{
|
||||
float scaleX = container.width / windowSize.x;
|
||||
float scaleY = container.height / windowSize.y;
|
||||
|
||||
return new Vector2(
|
||||
descriptionsPadding.x * scaleX,
|
||||
descriptionsPadding.y * scaleY
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,8 +4,9 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_FlyOverType : CompProperties
|
||||
{
|
||||
public string flyOverType = "default"; // FlyOver 类型标识符
|
||||
public bool isRequiredForDrop = true; // 是否是需要用于空投的类型
|
||||
public int laneLevel = 0; // 航道等级
|
||||
public string flyOverType = "default"; // FlyOver 类型标识符
|
||||
public bool isRequiredForDrop = true; // 是否是需要用于空投的类型
|
||||
|
||||
public CompProperties_FlyOverType()
|
||||
{
|
||||
@@ -17,6 +18,7 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
private CompProperties_FlyOverType Props => (CompProperties_FlyOverType)props;
|
||||
|
||||
public int LaneLevel => Props.laneLevel;
|
||||
public string FlyOverType => Props.flyOverType;
|
||||
public bool IsRequiredForDrop => Props.isRequiredForDrop;
|
||||
|
||||
@@ -27,7 +29,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
public override string CompInspectStringExtra()
|
||||
{
|
||||
return $"FlyOver Type: {FlyOverType}";
|
||||
return $"FlyOver Type: {FlyOverType}, Lane Level: {LaneLevel}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +47,11 @@ namespace WulaFallenEmpire
|
||||
public bool showSectorPreview = true; // 是否显示扇形预览
|
||||
public Color sectorPreviewColor = new Color(0.3f, 0.7f, 1f, 0.3f);
|
||||
|
||||
// 航道等级系统配置
|
||||
public bool useLaneLevelSystem = false; // 是否使用航道等级系统
|
||||
public int laneLevel = 0; // 该技能的航道等级
|
||||
public string flyOverTypeName = "default"; // FlyOver类型名称
|
||||
|
||||
public CompProperties_AbilitySpawnFlyOver()
|
||||
{
|
||||
this.compClass = typeof(CompAbilityEffect_SpawnFlyOver);
|
||||
|
||||
@@ -86,7 +86,6 @@
|
||||
<Compile Include="EventSystem\DelayedActionManager.cs" />
|
||||
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
|
||||
<Compile Include="EventSystem\Dialog_ManageEventVariables.cs" />
|
||||
<Compile Include="EventSystem\Dialog_NewLayoutDisplay.cs" />
|
||||
<Compile Include="EventSystem\Effect.cs" />
|
||||
<Compile Include="EventSystem\EventDef.cs" />
|
||||
<Compile Include="EventSystem\EventUIConfigDef.cs" />
|
||||
|
||||
88
Untitled-1.html
Normal file
@@ -0,0 +1,88 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Document</title>
|
||||
<style>
|
||||
.main_DIV {
|
||||
width: 600px;
|
||||
height: 750px;
|
||||
background-color: #6f3838;
|
||||
margin: auto;
|
||||
}
|
||||
.portraits {
|
||||
width: 600px;
|
||||
height: 200px;
|
||||
background-color: aqua;
|
||||
}
|
||||
.label {
|
||||
width: 600px;
|
||||
height: 30px;
|
||||
margin-top: 20px;
|
||||
display: inline-block;
|
||||
background-color: aqua;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
line-height: 30px;
|
||||
}
|
||||
.characterName {
|
||||
width: 600px;
|
||||
height: 50px;
|
||||
margin-top: 20px;
|
||||
display: inline-block;
|
||||
background-color: aqua;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
line-height: 50px;
|
||||
font-size: larger;
|
||||
}
|
||||
.descriptions{
|
||||
width: 600px;
|
||||
height: 200px;
|
||||
margin-top: 20px;
|
||||
display: inline-block;
|
||||
background-color: aqua;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
line-height: 50px;
|
||||
font-size: larger;
|
||||
}
|
||||
.options_List{
|
||||
width: 600px;
|
||||
height: 200px;
|
||||
margin-top: 20px;
|
||||
display: inline-block;
|
||||
background-color: aqua;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
line-height: 50px;
|
||||
font-size: larger;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 10PX;
|
||||
}
|
||||
.options {
|
||||
flex: 1;
|
||||
width: 500px;
|
||||
height: 30px;
|
||||
margin: auto;
|
||||
background-color: rgb(26, 133, 133);
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div class="main_DIV">
|
||||
<div class="portraits">这里是portraits</div>
|
||||
<div class="label">这里是label</div>
|
||||
<div class="characterName">这里是characterName</div>
|
||||
<div class="descriptions">这里是descriptions</div>
|
||||
<div class="options_List">
|
||||
<div class="options">这里是option</div>
|
||||
<div class="options">这里是option</div>
|
||||
<div class="options">这里是option</div>
|
||||
<div class="options">这里是option</div>
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
BIN
美术与文本源文件/Wula/UI/Commands/WULA_Antenna_Switch.sai2
Normal file
|
Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 2.1 MiB |
|
Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |