-
Notifications
You must be signed in to change notification settings - Fork 1
/
Scaffolds.cs
244 lines (215 loc) · 7.65 KB
/
Scaffolds.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
using KSerialization;
using System;
using System.Collections.Generic;
using UnityEngine;
using STRINGS;
using System.Runtime.InteropServices;
using System.CodeDom;
namespace Scaffolds
{
public class Scaffold : Ladder
{
[Serialize]
private bool willSelfDestruct = !Scaffolds_Patch.Settings.PermanentByDefault;
[Serialize]
private float deconstructMoment = -1f;
public SchedulerHandle deconstructHandle;
protected override void OnPrefabInit()
{
base.OnPrefabInit();
#if DEBUG
Debug.Log("[Scaffolds] Scaffold OnPrefabInit");
#endif
Subscribe(-905833192, OnCopySettingsDelegate);
Subscribe(493375141, OnRefreshUserMenuDelegate);
}
private static readonly EventSystem.IntraObjectHandler<Scaffold> OnCopySettingsDelegate = new EventSystem.IntraObjectHandler<Scaffold>(delegate (Scaffold component, object data)
{
component.OnCopySettings(data);
});
private static readonly EventSystem.IntraObjectHandler<Scaffold> OnRefreshUserMenuDelegate = new EventSystem.IntraObjectHandler<Scaffold>(delegate (Scaffold component, object data)
{
component.OnRefreshUserMenu(data);
});
protected override void OnSpawn()
{
base.OnSpawn();
#if DEBUG
Debug.Log("[Scaffolds] Scaffold OnSpawn");
#endif
if (willSelfDestruct)
{
float now = GameClock.Instance.GetTime();
float timeRemaining = deconstructMoment == -1 ? Scaffolds_Patch.Settings.Duration * 600.0f : deconstructMoment - now;
#if DEBUG
Debug.Log($"[Scaffolds] Scheduling deconstruct in {timeRemaining} seconds");
#endif
this.scheduleDeconstruct(timeRemaining);
}
}
private void scheduleDeconstruct(float timeRemaining)
{
if (deconstructHandle.IsValid)
{
#if DEBUG
Debug.Log("[Scaffolds] Clearing previous deconstruct schedule");
#endif
deconstructHandle.ClearScheduler();
}
deconstructHandle = GameScheduler.Instance.Schedule(nameof(Scaffold), timeRemaining, new Action<object>(Scaffold.Deconstruct), (object)this);
deconstructMoment = GameClock.Instance.GetTime() + timeRemaining;
#if DEBUG
Debug.Log($"[Scaffolds] Scheduled deconstruct for {deconstructMoment}");
#endif
}
private void unscheduleDeconstruct()
{
if (deconstructHandle.IsValid)
{
#if DEBUG
Debug.Log("[Scaffolds] Clearing deconstruct schedule");
#endif
deconstructHandle.ClearScheduler();
}
deconstructMoment = -1f;
#if DEBUG
Debug.Log("[Scaffolds] Unscheduled deconstruct");
#endif
}
private static void Deconstruct(object data)
{
Scaffold scaffold = data as Scaffold;
if (scaffold != null)
{
#if DEBUG
Debug.Log("[Scaffolds] Timer-triggered Scaffold Deconstruct");
#endif
scaffold.GetComponent<DeconstructableScaffold>().OnDeconstruct();
}
else
{
Debug.LogError("[Scaffolds] Scaffolds attempted to automatically deconstruct something that wasn't a Scaffold or was null. Please report this error.");
}
}
private void EnableSelfDestruct()
{
if (!willSelfDestruct)
{
this.scheduleDeconstruct(Scaffolds_Patch.Settings.Duration * 600.0f);
willSelfDestruct = true;
#if DEBUG
Debug.Log("[Scaffolds] Enabled self destruct");
#endif
}
}
private void DisableSelfDestruct()
{
if (willSelfDestruct)
{
this.unscheduleDeconstruct();
willSelfDestruct = false;
#if DEBUG
Debug.Log("[Scaffolds] Disabled self destruct");
#endif
}
}
protected override void OnCleanUp()
{
this.deconstructHandle.ClearScheduler();
base.OnCleanUp();
#if DEBUG
Debug.Log("[Scaffolds] Scaffold finished OnCleanUp");
#endif
}
private void OnCopySettings(object data)
{
GameObject gameObject = (GameObject)data;
if (gameObject != null)
{
Scaffold component = gameObject.GetComponent<Scaffold>();
if (component != null)
{
//this is copying settings TO the local variables from clipboard component
if (component.willSelfDestruct)
{
#if DEBUG
Debug.Log("[Scaffolds] Enabling self destruct from a setting paste.");
#endif
EnableSelfDestruct();
}
else
{
#if DEBUG
Debug.Log("[Scaffolds] Disabling self destruct from a setting paste.");
#endif
DisableSelfDestruct();
}
}
}
}
private void OnRefreshUserMenu(object data)
{
KIconButtonMenu.ButtonInfo button = willSelfDestruct ? new KIconButtonMenu.ButtonInfo("action_switch_toggle", ScaffoldConfig.SelfDestructButtonCancelText, DisableSelfDestruct, Action.NumActions, null, null, null, ScaffoldConfig.SelfDestructButtonCancelTooltip) : new KIconButtonMenu.ButtonInfo("action_switch_toggle", ScaffoldConfig.SelfDestructButtonText, EnableSelfDestruct, Action.NumActions, null, null, null, ScaffoldConfig.SelfDestructButtonTooltip);
Game.Instance.userMenu.AddButton(base.gameObject, button);
#if DEBUG
Debug.Log($"[Scaffolds] Scaffold user menu refreshed, new button based on willSelfDestruct: {willSelfDestruct}");
#endif
}
}
public class DeconstructableScaffold : Workable
{
// Modified deconstructable to replace the default behavior, this one will deconstruct instantly when given deconstruct order
// However, it won't drop any resources from the building itself. This is important because it's made of vacuum and would give an error
private static readonly EventSystem.IntraObjectHandler<DeconstructableScaffold> OnRefreshUserMenuDelegate = new EventSystem.IntraObjectHandler<DeconstructableScaffold>(delegate (DeconstructableScaffold component, object data)
{
component.OnRefreshUserMenu(data);
});
private static readonly EventSystem.IntraObjectHandler<DeconstructableScaffold> OnDeconstructDelegate = new EventSystem.IntraObjectHandler<DeconstructableScaffold>(delegate (DeconstructableScaffold component, object data)
{
component.OnDeconstruct();
});
private CellOffset[] PlacementOffsets
{
get
{
Building component = GetComponent<Building>();
if (component != null)
{
return component.Def.PlacementOffsets;
}
Debug.LogError("[Scaffolds] There's an error with the Scaffolds mod deconstructing. Please report this error.");
return null;
}
}
protected override void OnPrefabInit()
{
base.OnPrefabInit();
Subscribe(493375141, OnRefreshUserMenuDelegate);
Subscribe(-111137758, OnRefreshUserMenuDelegate);
Subscribe(-790448070, OnDeconstructDelegate);
CellOffset[][] table = OffsetGroups.InvertedStandardTable;
CellOffset[] filter = null;
CellOffset[][] offsetTable = OffsetGroups.BuildReachabilityTable(PlacementOffsets, table, filter);
SetOffsetTable(offsetTable);
// Not really sure exactly what the CellOffset stuff is about, too afraid to delete
// from original deconstructable class
}
protected override void OnSpawn()
{
base.OnSpawn();
}
public void OnDeconstruct()
{
base.gameObject.DeleteObject(); // Goodbye
}
private void OnRefreshUserMenu(object data)
{
// Add deconstruct button
KIconButtonMenu.ButtonInfo button = new KIconButtonMenu.ButtonInfo("action_deconstruct", ScaffoldConfig.DeconstructButtonText, OnDeconstruct, Action.NumActions, null, null, null, ScaffoldConfig.DeconstructButtonTooltip);
Game.Instance.userMenu.AddButton(base.gameObject, button, 0f);
#if DEBUG
Debug.Log("[Scaffolds] Deconstruct button added to user menu during OnRefreshUserMenu.");
#endif
}
}
}