asquirrel: here, official one will be leater since i need to make the mod menu.
lance_hardwoodL: yep not soon thrugh
lance_hardwoodL: yep not soon thrugh
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts Menu <placeWorkers>
<li>ClutterStructure_Door.PlaceWorker_NoAdjacentDoor</li>
</placeWorkers>
<!--<equippedStatOffsets>
<MoveSpeed>-0.13</MoveSpeed>
</equippedStatOffsets>-->--!>
<ThingDef ParentName="BaseGunThing">
<thingCategories>
<li>WeaponsRanged</li>
</thingC
namespace Clutter_StructureWall
{
[StaticConstructorOnStartup]
public class C_StructureWallModMenu : Mod
{
public static C_StructureWallModUI settings;
public C_StructureWallModMenu(ModContentPack content)
: base(content)
{
C_StructureWallModMenu.settings = base.GetSettings<C_StructureWallModUI>();
//Log.Message("Clutter Furniture :: initialized");
}
public override string SettingsCategory()
{
return "Clutter Structure Wall`s";
}
public override void DoSettingsWindowContents(Rect inRect)
{
C_StructureWallModMenu.settings.DoWindowContents(inRect);
}
}
}
public C_StructureWallModMenu(ModContentPack content)
: base(content)
{
C_StructureWallModMenu.settings = base.GetSettings<C_StructureWallModUI>();
//Log.Message("Clutter Furniture :: initialized");
}
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using UnityEngine;
using Verse;
using Verse.Sound;
using Verse.AI;
using RimWorld;
using RimWorld.Planet;
namespace Clutter_StructureWall
{
public class C_StructureWallModUI : ModSettings
{
public static bool ModdedWallsActive = true;
public static bool WallTextureActive = true;
//public static bool RebootSettingChange = false;
private const float LineHeight = 28f;
private static readonly Color ListDarkColor = new Color(0f, 0f, 0f, 0.3f);
private static readonly Color lightColor = new Color(0.4f, 0.4f, 0.4f, 0.15f);
public void DoWindowContents(Rect canvas)
{
Rect MainRect = new Rect(canvas.x + 10f, canvas.y + 10f, canvas.width - 10f, 240f);
Rect MainRect2 = new Rect(MainRect.x,MainRect.height+MainRect.y+10f, canvas.width - 10f, 240f);
ValWallMenu(MainRect);
ModdedWallMenu(MainRect2);
}
public void ModdedWallMenu(Rect MainRect)
{
Widgets.DrawBox(MainRect);
Rect viewRect = MainRect.ContractedBy(8f);
Rect PrevMain = new Rect(viewRect.width - 190f, viewRect.y + 4f, 204f, 204f);
float posY = viewRect.y;
DrawArea(PrevMain, ListDarkColor);
Rect PrevTex = PrevMain.ContractedBy(4f);
// Text.Font = GameFont.Medium;
Rect LabelRect = new Rect(viewRect.x + 4f, viewRect.y - 6f, viewRect.width, viewRect.height);
Widgets.Label(LabelRect, "--------------------------------------------------\nModded Wall`s\n--------------------------------------------------");
// Text.Font = GameFont.Small;
posY += LineHeight;
SelectableBox2(new Rect(viewRect.width / 2 + 70f, posY - 20f, 150f, 38f));
posY += LineHeight;
Rect TextRect = new Rect(viewRect.x + 4f, posY, viewRect.width - 220f, viewRect.height - 72f);
DrawArea(TextRect, ListDarkColor);
Rect TextBox = TextRect.ContractedBy(4f);
Widgets.Label(TextBox, "[Description]\n\nAdds two additional walls, mostly for looks.\n\n[Require Game Client Restart]");
if (ModdedWallsActive)
{
Widgets.DrawTextureFitted(PrevTex, UITex.ModWallPrev, 1);
}
else
{
Widgets.DrawTextureFitted(PrevTex, UITex.ModWallPrev2, 1);
}
}
public void SelectableBox2(Rect areaRect)
{
DrawArea(areaRect, ListDarkColor);
Rect areaCon = areaRect.ContractedBy(6f);
Text.Anchor = TextAnchor.MiddleLeft;
Widgets.Label(areaCon, ModWallString());
Text.Anchor = TextAnchor.UpperLeft;
DrawArea(new Rect((areaRect.x - 30f) + areaRect.width, areaRect.y + 6f, 26f, 26f), ListDarkColor);
Widgets.Checkbox(new Vector2((areaRect.x - 29f) + areaRect.width, areaRect.y + 6f), ref ModdedWallsActive);
if (Widgets.ButtonInvisible(areaRect))
{
ModdedWallsActive = !ModdedWallsActive;
}
if (Mouse.IsOver(areaRect))
{
Widgets.DrawHighlight(areaRect);
}
}
public void ValWallMenu(Rect MainRect)
{
Widgets.DrawBox(MainRect);
Rect viewRect = MainRect.ContractedBy(8f);
Rect PrevMain = new Rect(viewRect.width - 190f, viewRect.y + 4f, 204f, 204f);
float posY = viewRect.y;
DrawArea(PrevMain, ListDarkColor);
Rect PrevTex = PrevMain.ContractedBy(4f);
// Text.Font = GameFont.Medium;
Rect LabelRect = new Rect(viewRect.x + 4f, viewRect.y - 6f, viewRect.width, viewRect.height);
Widgets.Label(LabelRect, "--------------------------------------------------\nVanilia Wall`s Textures Remake\n--------------------------------------------------");
// Text.Font = GameFont.Small;
posY += LineHeight;
// Widgets.DrawLineHorizontal(LabelRect.x-8f, posY, viewRect.width - 210f);
SelectableBox(new Rect(viewRect.width / 2 + 70f, posY - 20f, 150f, 38f));
posY += LineHeight;
Rect TextRect = new Rect(viewRect.x + 4f, posY, viewRect.width - 220f, viewRect.height - 72f);
DrawArea(TextRect, ListDarkColor);
Rect TextBox = TextRect.ContractedBy(4f);
Widgets.Label(TextBox, "[Description]\n\nReplaces vanilia wall textures with slightly redone ones.\n\n[Save compatibile]\n\n[Require Game Client Restart]");
if (WallTextureActive)
{
Widgets.DrawTextureFitted(PrevTex, UITex.WallPrev, 1);
}
else
{
Widgets.DrawTextureFitted(PrevTex, UITex.WallPrev2, 1);
}
}
public void SelectableBox(Rect areaRect)
{
DrawArea(areaRect, ListDarkColor);
Rect areaCon = areaRect.ContractedBy(6f);
Text.Anchor = TextAnchor.MiddleLeft;
Widgets.Label(areaCon, ValWallString());
Text.Anchor = TextAnchor.UpperLeft;
DrawArea(new Rect((areaRect.x - 30f)+areaRect.width, areaRect.y + 6f, 26f, 26f), ListDarkColor);
Widgets.Checkbox(new Vector2((areaRect.x-29f)+areaRect.width, areaRect.y+6f), ref WallTextureActive);
if(Widgets.ButtonInvisible(areaRect))
{
WallTextureActive = !WallTextureActive;
}
if (Mouse.IsOver(areaRect))
{
Widgets.DrawHighlight(areaRect);
}
}
public string ValWallString()
{
if(WallTextureActive)
{
return "Enabled";
}
return "Disabled";
}
public string ModWallString()
{
if (ModdedWallsActive)
{
return "Enabled";
}
return "Disabled";
}
public void DrawArea(Rect areaRect, Color colorArea)
{
Widgets.DrawBoxSolid(areaRect, colorArea);
Widgets.DrawBox(areaRect);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref WallTextureActive, "WallTextureActive");
Scribe_Values.Look(ref ModdedWallsActive, "ModdedWallsActive");
}
public bool ConbatExtendedPresent()
{
return ModsConfig.ActiveModsInLoadOrder.Any(mod => mod.Name == "Combat Extended");
}
}
}
Quote from: Nightinggale on November 01, 2017, 05:45:46 PM
Apparently Clutter Structure_doorStuff is incompatible with the mod Locks. Because of this, there is a feature request to get reinforced doors without the DLL stuff, which would make them vanilla like, hence compatible. Don't ask me why that feature request was written in the Locks thread and not here.
I will point out that you added an empty source folder to the mod download. I'm not sure if it's intended or not, but it looks a bit silly to have a dll and an empty source folder.