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Copy pathCityVitalsWatchSettings.cs
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CityVitalsWatchSettings.cs
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namespace CityVitalsWatch {
using System.Collections.Generic;
/// <summary>
/// Represents the mod's settings, saved persistently through play sessions.
/// </summary>
public class CityVitalsWatchSettings {
/// <summary>
/// The positions of the panel and toggle button at different resolutions.
/// </summary>
public List<CityVitalsWatchResolution> Resolutions = new List<CityVitalsWatchResolution>();
/// <summary>
/// Indicates whether the panel should be visible by default.
/// </summary>
public bool DefaultPanelVisibility = true;
/// <summary>
/// Indicates whether the panel should be transparent when not hovered by the mouse cursor.
/// </summary>
public bool TransparentUnhovered = true;
/// <summary>
/// Indicates whether electricity availability should be displayed.
/// </summary>
public bool DisplayElectricityAvailability = true;
/// <summary>
/// Indicates whether water availability should be displayed.
/// </summary>
public bool DisplayWaterAvailability = true;
/// <summary>
/// Indicates whether sewage treatment should be displayed.
/// </summary>
public bool DisplaySewageTreatment = true;
/// <summary>
/// Indicates whether landfill usage should be displayed.
/// </summary>
public bool DisplayLandfillUsage = true;
/// <summary>
/// Indicates whether incineration status should be displayed.
/// </summary>
public bool DisplayIncinerationStatus = true;
/// <summary>
/// Indicates whether healthcare availability should be displayed.
/// </summary>
public bool DisplayHealthcareAvailability = false;
/// <summary>
/// Indicates whether average health should be displayed.
/// </summary>
public bool DisplayAverageHealth = false;
/// <summary>
/// Indicates whether cemetery usage should be displayed.
/// </summary>
public bool DisplayCemeteryUsage = true;
/// <summary>
/// Indicates whether crematorium availability should be displayed.
/// </summary>
public bool DisplayCrematoriumAvailability = true;
/// <summary>
/// Indicates whether fire hazard should be displayed.
/// </summary>
public bool DisplayFireHazard = false;
/// <summary>
/// Indicates whether crime rate should be displayed.
/// </summary>
public bool DisplayCrimeRate = false;
/// <summary>
/// Indicates whether jail availability should be displayed.
/// </summary>
public bool DisplayJailAvailability = false;
/// <summary>
/// Indicates whether elementary school availability should be displayed.
/// </summary>
public bool DisplayElementarySchoolAvailability = false;
/// <summary>
/// Indicates whether high school availability should be displayed.
/// </summary>
public bool DisplayHighSchoolAvailability = false;
/// <summary>
/// Indicates whether university availability should be displayed.
/// </summary>
public bool DisplayUniversityAvailability = false;
/// <summary>
/// Indicates whether employment rate should be displayed.
/// </summary>
public bool DisplayEmployment = true;
/// <summary>
/// Returns the <see cref="CityVitalsWatchResolution"/> instance corresponding to the specified screen width and height.
/// </summary>
/// <param name="screenWidth">The width of the screen.</param>
/// <param name="screenHeight">The height of the screen.</param>
/// <returns>
/// The <see cref="CityVitalsWatchResolution"/> instance corresponding to the specified screen width and height.
/// </returns>
public CityVitalsWatchResolution GetResolutionData(int screenWidth, int screenHeight) {
CityVitalsWatchResolution resolutionData = null;
foreach (var resolution in this.Resolutions) {
if (resolution.ScreenWidth == screenWidth && resolution.ScreenHeight == screenHeight) {
resolutionData = resolution;
break;
}
}
// If no resolution data was found, create new default data for the specified resolution
if (resolutionData == null) {
resolutionData = new CityVitalsWatchResolution();
resolutionData.ScreenWidth = screenWidth;
resolutionData.ScreenHeight = screenHeight;
this.Resolutions.Add(resolutionData);
}
return resolutionData;
}
/// <summary>
/// Determines whether the specified stat should be displayed.
/// </summary>
/// <param name="stat">The stat to check.</param>
/// <returns>A value determining whether the specified stat should be displayed.</returns>
public bool StatDisplayed(CityVitalsWatchStat stat) {
switch (stat) {
case CityVitalsWatchStat.ElectricityAvailability:
return this.DisplayElectricityAvailability;
case CityVitalsWatchStat.WaterAvailability:
return this.DisplayWaterAvailability;
case CityVitalsWatchStat.SewageTreatment:
return this.DisplaySewageTreatment;
case CityVitalsWatchStat.LandfillUsage:
return this.DisplayLandfillUsage;
case CityVitalsWatchStat.IncinerationStatus:
return this.DisplayIncinerationStatus;
case CityVitalsWatchStat.HealthcareAvailability:
return this.DisplayHealthcareAvailability;
case CityVitalsWatchStat.AverageHealth:
return this.DisplayAverageHealth;
case CityVitalsWatchStat.CemeteryUsage:
return this.DisplayCemeteryUsage;
case CityVitalsWatchStat.CrematoriumAvailability:
return this.DisplayCrematoriumAvailability;
case CityVitalsWatchStat.FireHazard:
return this.DisplayFireHazard;
case CityVitalsWatchStat.CrimeRate:
return this.DisplayCrimeRate;
case CityVitalsWatchStat.JailAvailability:
return this.DisplayJailAvailability;
case CityVitalsWatchStat.ElementarySchoolAvailability:
return this.DisplayElementarySchoolAvailability;
case CityVitalsWatchStat.HighSchoolAvailability:
return this.DisplayHighSchoolAvailability;
case CityVitalsWatchStat.UniversityAvailability:
return this.DisplayUniversityAvailability;
case CityVitalsWatchStat.Employment:
return this.DisplayEmployment;
default:
return false;
}
}
/// <summary>
/// Sets whether the specified stat should be displayed.
/// </summary>
/// <param name="stat">The stat to set.</param>
/// <param name="value">The value indicating whether the specified stat should be displayed.</param>
public void SetStatDisplayed(CityVitalsWatchStat stat, bool value) {
switch (stat) {
case CityVitalsWatchStat.ElectricityAvailability:
this.DisplayElectricityAvailability = value;
break;
case CityVitalsWatchStat.WaterAvailability:
this.DisplayWaterAvailability = value;
break;
case CityVitalsWatchStat.SewageTreatment:
this.DisplaySewageTreatment = value;
break;
case CityVitalsWatchStat.LandfillUsage:
this.DisplayLandfillUsage = value;
break;
case CityVitalsWatchStat.IncinerationStatus:
this.DisplayIncinerationStatus = value;
break;
case CityVitalsWatchStat.HealthcareAvailability:
this.DisplayHealthcareAvailability = value;
break;
case CityVitalsWatchStat.AverageHealth:
this.DisplayAverageHealth = value;
break;
case CityVitalsWatchStat.CemeteryUsage:
this.DisplayCemeteryUsage = value;
break;
case CityVitalsWatchStat.CrematoriumAvailability:
this.DisplayCrematoriumAvailability = value;
break;
case CityVitalsWatchStat.FireHazard:
this.DisplayFireHazard = value;
break;
case CityVitalsWatchStat.CrimeRate:
this.DisplayCrimeRate = value;
break;
case CityVitalsWatchStat.JailAvailability:
this.DisplayJailAvailability = value;
break;
case CityVitalsWatchStat.ElementarySchoolAvailability:
this.DisplayElementarySchoolAvailability = value;
break;
case CityVitalsWatchStat.HighSchoolAvailability:
this.DisplayHighSchoolAvailability = value;
break;
case CityVitalsWatchStat.UniversityAvailability:
this.DisplayUniversityAvailability = value;
break;
case CityVitalsWatchStat.Employment:
this.DisplayEmployment = value;
break;
}
}
}
}