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115
Source/WulaFallenEmpire/Dialog_CustomDisplay.cs
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115
Source/WulaFallenEmpire/Dialog_CustomDisplay.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class Dialog_CustomDisplay : Window
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{
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private CustomUIDef def;
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private Texture2D portrait;
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public override Vector2 InitialSize => new Vector2(1000f, 750f);
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public Dialog_CustomDisplay(CustomUIDef def)
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{
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this.def = def;
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this.forcePause = true;
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this.absorbInputAroundWindow = true;
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this.doCloseX = true; // Add a close button to the window
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}
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public override void PreOpen()
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{
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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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}
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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
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Text.Font = GameFont.Tiny;
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GUI.color = Color.gray;
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Widgets.Label(new Rect(0, 0, inRect.width, 30f), def.defName);
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GUI.color = Color.white;
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Text.Font = GameFont.Small;
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// Scaling factor to fit the new window size while maintaining layout proportions.
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float scale = 0.65f;
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// The original CSS was based on a large canvas. We create a virtual canvas inside our window.
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// Center the main content block.
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float contentWidth = 1200f * scale;
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float contentHeight = 1100f * scale;
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Rect contentRect = new Rect((inRect.width - contentWidth) / 2, (inRect.height - contentHeight) / 2, contentWidth, contentHeight);
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// All original positions are now relative to this contentRect and scaled.
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Rect mainBodySRect = new Rect(contentRect.x + 200f * scale, contentRect.y + 400f * scale, 1050f * scale, 1000f * scale);
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// lihui (Portrait)
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Rect lihuiRect = new Rect(mainBodySRect.x - 150f * scale, mainBodySRect.y - 200f * scale, 500f * scale, 800f * scale);
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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;
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Widgets.DrawBox(lihuiRect);
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GUI.color = Color.white; // Reset color
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// name
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Rect nameRect = new Rect(lihuiRect.xMax, mainBodySRect.y - 30f * scale, 260f * scale, 130f * scale);
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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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Text.Anchor = TextAnchor.MiddleCenter;
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Text.Font = GameFont.Medium;
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Widgets.Label(nameRect, def.characterName);
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Text.Font = GameFont.Small;
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Text.Anchor = TextAnchor.UpperLeft;
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// text (Description)
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Rect textRect = new Rect(nameRect.x, nameRect.yMax + 50f * scale, 650f * scale, 250f * scale);
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GUI.color = Color.white;
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Widgets.DrawBox(textRect);
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GUI.color = Color.white; // Reset color
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Rect textInnerRect = textRect.ContractedBy(10f * scale);
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Widgets.Label(textInnerRect, def.description);
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// option (Buttons)
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Rect optionRect = new Rect(nameRect.x, textRect.yMax, 610f * scale, 300f * scale);
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// No need to draw a box for the options area, the buttons will be listed inside.
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Listing_Standard listing = new Listing_Standard();
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listing.Begin(optionRect.ContractedBy(10f * scale));
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if (def.options != null)
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{
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foreach (var option in def.options)
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{
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if (listing.ButtonText(option.label))
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{
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HandleAction(option.effects);
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}
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}
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}
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listing.End();
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}
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private void HandleAction(List<Effect> effects)
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{
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if (effects.NullOrEmpty())
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{
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return;
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}
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foreach (var effect in effects)
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{
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effect.Execute(this);
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}
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}
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}
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}
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