事件窗口重绘
This commit is contained in:
@@ -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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user