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Dialogs.cs
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using Engine;
using Game;
using System;
namespace ZHCN
{
public class EditAdjustableDelayGateDialog : Game.EditAdjustableDelayGateDialog
{
public EditAdjustableDelayGateDialog(int delay, Action<int> handler) : base(delay, handler)
{
UpdateControls();
}
public override void Update()
{
if (m_delaySlider.IsSliding)
m_delay = (int)m_delaySlider.Value;
if (m_minusButton.IsClicked)
m_delay = MathUtils.Max(m_delay - 1, (int)m_delaySlider.MinValue);
if (m_plusButton.IsClicked)
m_delay = MathUtils.Min(m_delay + 1, (int)m_delaySlider.MaxValue);
if (m_okButton.IsClicked)
Dismiss(m_delay);
if (Input.Cancel || m_cancelButton.IsClicked)
Dismiss(null);
UpdateControls();
}
public new void UpdateControls()
{
m_delaySlider.Value = m_delay;
m_minusButton.IsEnabled = m_delay > m_delaySlider.MinValue;
m_plusButton.IsEnabled = m_delay < m_delaySlider.MaxValue;
m_delayLabel.Text = $"{(m_delay + 1) * 0.01f:0.00} 秒";
}
}
public class EditBatteryDialog : Game.EditBatteryDialog
{
public EditBatteryDialog(int voltageLevel, Action<int> handler) : base(voltageLevel, handler)
{
UpdateControls();
}
public override void Update()
{
if (m_voltageSlider.IsSliding)
m_voltageLevel = (int)m_voltageSlider.Value;
if (m_okButton.IsClicked)
Dismiss(m_voltageLevel);
if (Input.Cancel || m_cancelButton.IsClicked)
Dismiss(null);
UpdateControls();
}
public new void UpdateControls()
{
m_voltageSlider.Text = string.Format("{0:0.0}V ({1})", new object[2]
{
1.5f * m_voltageLevel / 15f,
m_voltageLevel < 8 ? "低电平" : "高电平"
});
m_voltageSlider.Value = m_voltageLevel;
}
}
public class EditMemoryBankDialog : Game.EditMemoryBankDialog
{
public EditMemoryBankDialog(MemoryBankData memoryBankData, Action handler) : base(memoryBankData, handler)
{
}
public override void Update()
{
m_ignoreTextChanges = true;
try
{
string text = m_tmpMemoryBankData.SaveString(false);
if (text.Length < 256)
{
text += new string('0', 256 - text.Length);
}
for (int i = 0; i < 16; i++)
m_lineTextBoxes[i].Text = text.Substring(i * 16, 16);
m_linearTextBox.Text = m_tmpMemoryBankData.SaveString(false);
}
finally
{
m_ignoreTextChanges = false;
}
if (m_linearPanel.IsVisible)
{
m_switchViewButton.Text = "表格";
if (m_switchViewButton.IsClicked)
{
m_linearPanel.IsVisible = false;
m_gridPanel.IsVisible = true;
}
}
else
{
m_switchViewButton.Text = "行";
if (m_switchViewButton.IsClicked)
{
m_linearPanel.IsVisible = true;
m_gridPanel.IsVisible = false;
}
}
if (m_okButton.IsClicked)
{
m_memoryBankData.Data = m_tmpMemoryBankData.Data;
Dismiss(true);
}
if (Input.Cancel || m_cancelButton.IsClicked)
Dismiss(false);
}
}
public class EditTruthTableDialog : Game.EditTruthTableDialog
{
public EditTruthTableDialog(TruthTableData truthTableData, Action<bool> handler) : base(truthTableData, handler)
{
}
public override void Update()
{
m_ignoreTextChanges = true;
try
{
m_linearTextBox.Text = m_tmpTruthTableData.SaveBinaryString();
}
finally
{
m_ignoreTextChanges = false;
}
for (int i = 0; i < 16; i++)
{
if (m_lineCheckboxes[i].IsClicked)
m_tmpTruthTableData.Data[i] = (byte)((m_tmpTruthTableData.Data[i] == 0) ? 15 : 0);
m_lineCheckboxes[i].IsChecked = m_tmpTruthTableData.Data[i] > 0;
}
if (m_linearPanel.IsVisible)
{
m_switchViewButton.Text = "表格";
if (m_switchViewButton.IsClicked)
{
m_linearPanel.IsVisible = false;
m_gridPanel.IsVisible = true;
}
}
else
{
m_switchViewButton.Text = "行";
if (m_switchViewButton.IsClicked)
{
m_linearPanel.IsVisible = true;
m_gridPanel.IsVisible = false;
}
}
if (m_okButton.IsClicked)
{
m_truthTableData.Data = m_tmpTruthTableData.Data;
Dismiss(true);
}
if (Input.Cancel || m_cancelButton.IsClicked)
Dismiss(false);
}
}
public class SubsystemAdjustableDelayGateBlockBehavior : Game.SubsystemAdjustableDelayGateBlockBehavior
{
public override bool OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
{
var c__DisplayClass2_ = new c__DisplayClass2_0
{
inventory = inventory,
slotIndex = slotIndex
};
c__DisplayClass2_.value = c__DisplayClass2_.inventory.GetSlotValue(c__DisplayClass2_.slotIndex);
c__DisplayClass2_.count = c__DisplayClass2_.inventory.GetSlotCount(c__DisplayClass2_.slotIndex);
c__DisplayClass2_.data = Terrain.ExtractData(c__DisplayClass2_.value);
int delay = AdjustableDelayGateBlock.GetDelay(c__DisplayClass2_.data);
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditAdjustableDelayGateDialog(delay, c__DisplayClass2_.OnEditInventoryItem_b__0));
return true;
}
public override bool OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer)
{
var c__DisplayClass3_ = new c__DisplayClass3_0
{
__this = this,
value = value,
x = x,
y = y,
z = z
};
c__DisplayClass3_.data = Terrain.ExtractData(c__DisplayClass3_.value);
int delay = AdjustableDelayGateBlock.GetDelay(c__DisplayClass3_.data);
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditAdjustableDelayGateDialog(delay, c__DisplayClass3_.OnEditBlock_b__0));
return true;
}
}
public class SubsystemBatteryBlockBehavior : Game.SubsystemBatteryBlockBehavior
{
public override bool OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
{
var c__DisplayClass2_ = new c__DisplayClass2_0
{
inventory = inventory,
slotIndex = slotIndex
};
c__DisplayClass2_.value = c__DisplayClass2_.inventory.GetSlotValue(c__DisplayClass2_.slotIndex);
c__DisplayClass2_.count = c__DisplayClass2_.inventory.GetSlotCount(c__DisplayClass2_.slotIndex);
c__DisplayClass2_.data = Terrain.ExtractData(c__DisplayClass2_.value);
int voltageLevel = BatteryBlock.GetVoltageLevel(c__DisplayClass2_.data);
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditBatteryDialog(voltageLevel, c__DisplayClass2_.OnEditInventoryItem_b__0));
return true;
}
public override bool OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer)
{
var c__DisplayClass3_ = new c__DisplayClass3_0
{
__this = this,
value = value,
x = x,
y = y,
z = z
};
c__DisplayClass3_.data = Terrain.ExtractData(c__DisplayClass3_.value);
int voltageLevel = BatteryBlock.GetVoltageLevel(c__DisplayClass3_.data);
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditBatteryDialog(voltageLevel, c__DisplayClass3_.OnEditBlock_b__0));
return true;
}
}
public class SubsystemMemoryBankBlockBehavior : Game.SubsystemMemoryBankBlockBehavior
{
public override bool OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
{
var c__DisplayClass3_ = new c__DisplayClass3_0
{
__this = this,
inventory = inventory,
slotIndex = slotIndex
};
c__DisplayClass3_.value = c__DisplayClass3_.inventory.GetSlotValue(c__DisplayClass3_.slotIndex);
c__DisplayClass3_.count = c__DisplayClass3_.inventory.GetSlotCount(c__DisplayClass3_.slotIndex);
int id = Terrain.ExtractData(c__DisplayClass3_.value);
c__DisplayClass3_.memoryBankData = GetItemData(id);
if (c__DisplayClass3_.memoryBankData != null)
c__DisplayClass3_.memoryBankData = (MemoryBankData)c__DisplayClass3_.memoryBankData.Copy();
else
c__DisplayClass3_.memoryBankData = new MemoryBankData();
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditMemoryBankDialog(c__DisplayClass3_.memoryBankData, c__DisplayClass3_.OnEditInventoryItem_b__0));
return true;
}
public override bool OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer)
{
var c__DisplayClass4_ = new c__DisplayClass4_0
{
__this = this,
x = x,
y = y,
z = z,
value = value
};
c__DisplayClass4_.memoryBankData = GetBlockData(new Point3(c__DisplayClass4_.x, c__DisplayClass4_.y, c__DisplayClass4_.z)) ?? new MemoryBankData();
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditMemoryBankDialog(c__DisplayClass4_.memoryBankData, c__DisplayClass4_.OnEditBlock_b__0));
return true;
}
}
public class SubsystemTruthTableCircuitBlockBehavior : Game.SubsystemTruthTableCircuitBlockBehavior
{
public override bool OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
{
var c__DisplayClass3_ = new c__DisplayClass3_0
{
__this = this,
inventory = inventory,
slotIndex = slotIndex
};
c__DisplayClass3_.value = c__DisplayClass3_.inventory.GetSlotValue(c__DisplayClass3_.slotIndex);
c__DisplayClass3_.count = c__DisplayClass3_.inventory.GetSlotCount(c__DisplayClass3_.slotIndex);
int id = Terrain.ExtractData(c__DisplayClass3_.value);
c__DisplayClass3_.truthTableData = GetItemData(id);
if (c__DisplayClass3_.truthTableData != null)
c__DisplayClass3_.truthTableData = (TruthTableData)c__DisplayClass3_.truthTableData.Copy();
else
c__DisplayClass3_.truthTableData = new TruthTableData();
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditTruthTableDialog(c__DisplayClass3_.truthTableData, c__DisplayClass3_.OnEditInventoryItem_b__0));
return true;
}
public override bool OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer)
{
var c__DisplayClass4_ = new c__DisplayClass4_0
{
__this = this,
x = x,
y = y,
z = z,
value = value
};
c__DisplayClass4_.truthTableData = GetBlockData(new Point3(c__DisplayClass4_.x, c__DisplayClass4_.y, c__DisplayClass4_.z)) ?? new TruthTableData();
DialogsManager.ShowDialog(componentPlayer.View.GameWidget, new EditTruthTableDialog(c__DisplayClass4_.truthTableData, c__DisplayClass4_.OnEditBlock_b__0));
return true;
}
}
}