add initial compatibility with Stardew Valley 1.3 (#453)
This commit is contained in:
parent
80315ec466
commit
41715cefcd
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@ -38,6 +38,10 @@
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<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>False</Private>
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</Reference>
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<Reference Include="Netcode" Condition="Exists('$(GamePath)\Netcode.dll')">
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<HintPath>$(GamePath)\Netcode.dll</HintPath>
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<Private Condition="'$(MSBuildProjectName)' != 'StardewModdingAPI.Tests'">False</Private>
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</Reference>
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<Reference Include="Stardew Valley">
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<HintPath>$(GamePath)\Stardew Valley.exe</HintPath>
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<Private Condition="'$(MSBuildProjectName)' != 'StardewModdingAPI.Tests'">False</Private>
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@ -1,4 +1,8 @@
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# Release notes
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## 2.6 alpha
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* For players:
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* Updated for Stardew Valley 1.3 (multiplayer update); no longer compatible with earlier versions.
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## 2.5.3
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* For players:
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* Simplified and improved skipped-incompatible-mod messages.
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@ -67,6 +67,10 @@
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<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>false</Private>
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</Reference>
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<Reference Include="Netcode" Condition="Exists('$(GamePath)\Netcode.dll')">
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<HintPath>$(GamePath)\Netcode.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Stardew Valley">
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<HintPath>$(GamePath)\Stardew Valley.exe</HintPath>
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<Private>false</Private>
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@ -2,7 +2,7 @@
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<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
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<metadata>
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<id>Pathoschild.Stardew.ModBuildConfig</id>
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<version>2.0.2</version>
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<version>2.0.3-alpha20180307</version>
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<title>Build package for SMAPI mods</title>
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<authors>Pathoschild</authors>
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<owners>Pathoschild</owners>
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@ -26,6 +26,9 @@
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2.0.2:
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- Fixed compatibility issue on Linux.
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2.0.3:
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- Added support for Stardew Valley 1.3.
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</releaseNotes>
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</metadata>
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<files>
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@ -54,7 +54,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
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// apply quality
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if (match.Item is Object obj)
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#if STARDEW_VALLEY_1_3
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obj.Quality = quality;
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#else
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obj.quality = quality;
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#endif
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else if (match.Item is Tool tool)
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tool.UpgradeLevel = quality;
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@ -1,4 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using StardewValley;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
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@ -36,7 +36,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
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switch (target)
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{
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case "hair":
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#if STARDEW_VALLEY_1_3
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Game1.player.hairstyleColor.Value = color;
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#else
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Game1.player.hairstyleColor = color;
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#endif
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monitor.Log("OK, your hair color is updated.", LogLevel.Info);
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break;
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@ -46,7 +50,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
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break;
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case "pants":
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#if STARDEW_VALLEY_1_3
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Game1.player.pantsColor.Value = color;
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#else
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Game1.player.pantsColor = color;
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#endif
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monitor.Log("OK, your pants color is updated.", LogLevel.Info);
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break;
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}
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@ -1,4 +1,4 @@
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using StardewValley;
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using StardewValley;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
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{
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@ -39,7 +39,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
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case "farm":
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if (!string.IsNullOrWhiteSpace(name))
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{
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#if STARDEW_VALLEY_1_3
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Game1.player.farmName.Value = args[1];
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#else
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Game1.player.farmName = args[1];
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#endif
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monitor.Log($"OK, your farm's name is now {Game1.player.farmName}.", LogLevel.Info);
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}
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else
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@ -1,4 +1,4 @@
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using StardewValley;
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using StardewValley;
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using StardewValley.Locations;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
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@ -21,7 +21,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
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{
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int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0;
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monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info);
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#if STARDEW_VALLEY_1_3
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Game1.enterMine(level + 1);
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#else
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Game1.enterMine(false, level + 1, "");
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#endif
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}
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}
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}
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@ -1,4 +1,4 @@
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using System;
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using System;
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using StardewValley;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
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@ -26,7 +26,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
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// handle
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level = Math.Max(1, level);
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monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info);
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#if STARDEW_VALLEY_1_3
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Game1.enterMine(level);
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#else
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Game1.enterMine(true, level, "");
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#endif
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}
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}
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}
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@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
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using StardewValley;
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@ -95,39 +95,90 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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// fruit products
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if (item.category == SObject.FruitsCategory)
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{
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset + id, new SObject(348, 1)
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// wine
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#if STARDEW_VALLEY_1_3
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SObject wine =
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new SObject(348, 1)
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{
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Name = $"{item.Name} Wine",
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Price = item.price * 3
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};
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wine.preserve.Value = SObject.PreserveType.Wine;
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wine.preservedParentSheetIndex.Value = item.parentSheetIndex;
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#else
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SObject wine = new SObject(348, 1)
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{
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name = $"{item.Name} Wine",
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price = item.price * 3,
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preserve = SObject.PreserveType.Wine,
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preservedParentSheetIndex = item.parentSheetIndex
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});
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 2 + id, new SObject(344, 1)
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};
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#endif
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset + id, wine);
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// jelly
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#if STARDEW_VALLEY_1_3
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SObject jelly = new SObject(344, 1)
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{
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Name = $"{item.Name} Jelly",
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Price = 50 + item.Price * 2
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};
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jelly.preserve.Value = SObject.PreserveType.Jelly;
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jelly.preservedParentSheetIndex.Value = item.parentSheetIndex;
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#else
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SObject jelly = new SObject(344, 1)
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{
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name = $"{item.Name} Jelly",
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price = 50 + item.Price * 2,
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preserve = SObject.PreserveType.Jelly,
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preservedParentSheetIndex = item.parentSheetIndex
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});
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};
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#endif
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 2 + id, jelly);
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}
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// vegetable products
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else if (item.category == SObject.VegetableCategory)
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{
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 3 + id, new SObject(350, 1)
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// juice
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#if STARDEW_VALLEY_1_3
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SObject juice = new SObject(350, 1)
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{
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Name = $"{item.Name} Juice",
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Price = (int)(item.price * 2.25d)
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};
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juice.preserve.Value = SObject.PreserveType.Juice;
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juice.preservedParentSheetIndex.Value = item.parentSheetIndex;
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#else
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SObject juice = new SObject(350, 1)
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{
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name = $"{item.Name} Juice",
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price = (int)(item.price * 2.25d),
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preserve = SObject.PreserveType.Juice,
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preservedParentSheetIndex = item.parentSheetIndex
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});
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 4 + id, new SObject(342, 1)
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};
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#endif
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 3 + id, juice);
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// pickled
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#if STARDEW_VALLEY_1_3
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SObject pickled = new SObject(342, 1)
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{
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Name = $"Pickled {item.Name}",
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Price = 50 + item.Price * 2
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};
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pickled.preserve.Value = SObject.PreserveType.Pickle;
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pickled.preservedParentSheetIndex.Value = item.parentSheetIndex;
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#else
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SObject pickled = new SObject(342, 1)
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{
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name = $"Pickled {item.Name}",
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price = 50 + item.Price * 2,
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preserve = SObject.PreserveType.Pickle,
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preservedParentSheetIndex = item.parentSheetIndex
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});
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};
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#endif
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 4 + id, pickled);
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}
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// flower honey
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@ -160,6 +211,19 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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// yield honey
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if (type != null)
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{
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#if STARDEW_VALLEY_1_3
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SObject honey = new SObject(Vector2.Zero, 340, item.Name + " Honey", false, true, false, false)
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{
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Name = "Wild Honey"
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};
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honey.honeyType.Value = type;
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if (type != SObject.HoneyType.Wild)
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{
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honey.Name = $"{item.Name} Honey";
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honey.Price += item.Price * 2;
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}
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#else
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SObject honey = new SObject(Vector2.Zero, 340, item.Name + " Honey", false, true, false, false)
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{
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name = "Wild Honey",
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honey.name = $"{item.Name} Honey";
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honey.price += item.price * 2;
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}
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#endif
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 5 + id, honey);
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}
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}
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@ -37,13 +37,28 @@ namespace StardewModdingAPI
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** Public
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****/
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/// <summary>SMAPI's current semantic version.</summary>
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public static ISemanticVersion ApiVersion { get; } = new SemanticVersion("2.5.3");
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public static ISemanticVersion ApiVersion { get; } =
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#if STARDEW_VALLEY_1_3
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new SemanticVersion($"2.6-alpha.{DateTime.UtcNow:yyyyMMddHHmm}");
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#else
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new SemanticVersion($"2.5.3");
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#endif
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/// <summary>The minimum supported version of Stardew Valley.</summary>
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public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30");
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public static ISemanticVersion MinimumGameVersion { get; } =
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#if STARDEW_VALLEY_1_3
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new GameVersion("1.3.0.2");
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#else
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new SemanticVersion("1.2.33");
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#endif
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/// <summary>The maximum supported version of Stardew Valley.</summary>
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public static ISemanticVersion MaximumGameVersion { get; } = new SemanticVersion("1.2.33");
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public static ISemanticVersion MaximumGameVersion { get; } =
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#if STARDEW_VALLEY_1_3
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null;
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#else
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new SemanticVersion("1.2.33");
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#endif
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/// <summary>The path to the game folder.</summary>
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public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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/// <summary>Get the name of a save directory for the current player.</summary>
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private static string GetSaveFolderName()
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{
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string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
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string prefix =
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#if STARDEW_VALLEY_1_3
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new string(Game1.player.name.Value.Where(char.IsLetterOrDigit).ToArray());
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#else
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new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
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#endif
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return $"{prefix}_{Game1.uniqueIDForThisGame}";
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}
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@ -12,7 +12,11 @@ namespace StardewModdingAPI.Events
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** Accessors
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*********/
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/// <summary>The player's inventory.</summary>
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#if STARDEW_VALLEY_1_3
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public IList<Item> Inventory { get; }
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#else
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public List<Item> Inventory { get; }
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#endif
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/// <summary>The added items.</summary>
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public List<ItemStackChange> Added { get; }
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@ -30,7 +34,13 @@ namespace StardewModdingAPI.Events
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/// <summary>Construct an instance.</summary>
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/// <param name="inventory">The player's inventory.</param>
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/// <param name="changedItems">The inventory changes.</param>
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public EventArgsInventoryChanged(List<Item> inventory, List<ItemStackChange> changedItems)
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public EventArgsInventoryChanged(
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#if STARDEW_VALLEY_1_3
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IList<Item> inventory,
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#else
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List<Item> inventory,
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#endif
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List<ItemStackChange> changedItems)
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{
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this.Inventory = inventory;
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this.Added = changedItems.Where(n => n.ChangeType == ChangeType.Added).ToList();
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@ -1,6 +1,10 @@
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using System;
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using System;
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using Microsoft.Xna.Framework;
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#if STARDEW_VALLEY_1_3
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using Netcode;
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#else
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using StardewValley;
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#endif
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using Object = StardewValley.Object;
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namespace StardewModdingAPI.Events
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** Accessors
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*********/
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/// <summary>The current list of objects in the current location.</summary>
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#if STARDEW_VALLEY_1_3
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public IDictionary<Vector2, NetRef<Object>> NewObjects { get; }
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#else
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public SerializableDictionary<Vector2, Object> NewObjects { get; }
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#endif
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/*********
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@ -20,7 +28,13 @@ namespace StardewModdingAPI.Events
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="newObjects">The current list of objects in the current location.</param>
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public EventArgsLocationObjectsChanged(SerializableDictionary<Vector2, Object> newObjects)
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public EventArgsLocationObjectsChanged(
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#if STARDEW_VALLEY_1_3
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IDictionary<Vector2, NetRef<Object>> newObjects
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#else
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SerializableDictionary<Vector2, Object> newObjects
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#endif
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)
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{
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this.NewObjects = newObjects;
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}
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@ -23,7 +23,9 @@ namespace StardewModdingAPI.Framework
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["1.07"] = "1.0.7",
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["1.07a"] = "1.0.8-prerelease1",
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["1.08"] = "1.0.8",
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["1.11"] = "1.1.1"
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["1.11"] = "1.1.1",
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["1.3.0.1"] = "1.13-alpha.1",
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["1.3.0.2"] = "1.13-alpha.2"
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};
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@ -41,11 +41,11 @@ namespace StardewModdingAPI.Framework
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/// <summary>The underlying asset cache.</summary>
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private readonly ContentCache Cache;
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/// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary>
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private readonly IReflectedMethod GetKeyLocale;
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/// <summary>The locale codes used in asset keys indexed by enum value.</summary>
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private readonly IDictionary<LanguageCode, string> Locales;
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/// <summary>The language codes used in asset keys.</summary>
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private readonly IDictionary<string, LanguageCode> KeyLocales;
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/// <summary>The language enum values indexed by locale code.</summary>
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private readonly IDictionary<string, LanguageCode> LanguageCodes;
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/// <summary>Provides metadata for core game assets.</summary>
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private readonly CoreAssets CoreAssets;
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@ -95,12 +95,12 @@ namespace StardewModdingAPI.Framework
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// init
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this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
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this.Cache = new ContentCache(this, reflection);
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this.GetKeyLocale = reflection.GetMethod(this, "languageCode");
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this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
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// get asset data
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this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
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this.KeyLocales = this.GetKeyLocales(reflection);
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this.CoreAssets = new CoreAssets(this.NormaliseAssetName, reflection);
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this.Locales = this.GetKeyLocales(reflection);
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this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
|
||||
}
|
||||
|
||||
/****
|
||||
|
@ -153,7 +153,7 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Get the current content locale.</summary>
|
||||
public string GetLocale()
|
||||
{
|
||||
return this.GetKeyLocale.Invoke<string>();
|
||||
return this.Locales[this.GetCurrentLanguage()];
|
||||
}
|
||||
|
||||
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
|
||||
|
@ -398,29 +398,48 @@ namespace StardewModdingAPI.Framework
|
|||
|
||||
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
|
||||
/// <param name="reflection">Simplifies access to private game code.</param>
|
||||
private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection)
|
||||
private IDictionary<LanguageCode, string> GetKeyLocales(Reflector reflection)
|
||||
{
|
||||
// get the private code field directly to avoid changed-code logic
|
||||
#if !STARDEW_VALLEY_1_3
|
||||
IReflectedField<LanguageCode> codeField = reflection.GetField<LanguageCode>(typeof(LocalizedContentManager), "_currentLangCode");
|
||||
|
||||
// remember previous settings
|
||||
LanguageCode previousCode = codeField.GetValue();
|
||||
#endif
|
||||
string previousOverride = this.LanguageCodeOverride;
|
||||
|
||||
// create locale => code map
|
||||
IDictionary<string, LanguageCode> map = new Dictionary<string, LanguageCode>(StringComparer.InvariantCultureIgnoreCase);
|
||||
this.LanguageCodeOverride = null;
|
||||
foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
|
||||
try
|
||||
{
|
||||
codeField.SetValue(code);
|
||||
map[this.GetKeyLocale.Invoke<string>()] = code;
|
||||
// temporarily disable language override
|
||||
this.LanguageCodeOverride = null;
|
||||
|
||||
// create locale => code map
|
||||
IReflectedMethod languageCodeString = reflection
|
||||
#if STARDEW_VALLEY_1_3
|
||||
.GetMethod(this, "languageCodeString");
|
||||
#else
|
||||
.GetMethod(this, "languageCode");
|
||||
#endif
|
||||
IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>();
|
||||
foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
|
||||
{
|
||||
#if STARDEW_VALLEY_1_3
|
||||
map[code] = languageCodeString.Invoke<string>(code);
|
||||
#else
|
||||
codeField.SetValue(code);
|
||||
map[code] = languageCodeString.Invoke<string>();
|
||||
#endif
|
||||
}
|
||||
|
||||
return map;
|
||||
}
|
||||
finally
|
||||
{
|
||||
// restore previous settings
|
||||
this.LanguageCodeOverride = previousOverride;
|
||||
#if !STARDEW_VALLEY_1_3
|
||||
codeField.SetValue(previousCode);
|
||||
#endif
|
||||
|
||||
// restore previous settings
|
||||
codeField.SetValue(previousCode);
|
||||
this.LanguageCodeOverride = previousOverride;
|
||||
|
||||
return map;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Get the asset name from a cache key.</summary>
|
||||
|
@ -444,7 +463,7 @@ namespace StardewModdingAPI.Framework
|
|||
if (lastSepIndex >= 0)
|
||||
{
|
||||
string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
|
||||
if (this.KeyLocales.ContainsKey(suffix))
|
||||
if (this.LanguageCodes.ContainsKey(suffix))
|
||||
{
|
||||
assetName = cacheKey.Substring(0, lastSepIndex);
|
||||
localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
|
||||
|
@ -466,7 +485,7 @@ namespace StardewModdingAPI.Framework
|
|||
private bool IsNormalisedKeyLoaded(string normalisedAssetName)
|
||||
{
|
||||
return this.Cache.ContainsKey(normalisedAssetName)
|
||||
|| this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset
|
||||
|| this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.GetCurrentLanguage()]}"); // translated asset
|
||||
}
|
||||
|
||||
/// <summary>Track that a content manager loaded an asset.</summary>
|
||||
|
|
|
@ -9,6 +9,9 @@ using System.Threading.Tasks;
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
#if STARDEW_VALLEY_1_3
|
||||
using Netcode;
|
||||
#endif
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Input;
|
||||
|
@ -20,7 +23,9 @@ using StardewValley.Locations;
|
|||
using StardewValley.Menus;
|
||||
using StardewValley.Tools;
|
||||
using xTile.Dimensions;
|
||||
#if !STARDEW_VALLEY_1_3
|
||||
using xTile.Layers;
|
||||
#endif
|
||||
|
||||
namespace StardewModdingAPI.Framework
|
||||
{
|
||||
|
@ -145,6 +150,9 @@ namespace StardewModdingAPI.Framework
|
|||
private readonly Action drawFarmBuildings = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke();
|
||||
private readonly Action drawHUD = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(drawHUD)).Invoke();
|
||||
private readonly Action drawDialogueBox = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke();
|
||||
#if STARDEW_VALLEY_1_3
|
||||
private readonly Action<SpriteBatch> drawOverlays = spriteBatch => SGame.Reflection.GetMethod(SGame.Instance, nameof(SGame.drawOverlays)).Invoke(spriteBatch);
|
||||
#endif
|
||||
private readonly Action renderScreenBuffer = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke();
|
||||
// ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
|
||||
|
||||
|
@ -488,6 +496,7 @@ namespace StardewModdingAPI.Framework
|
|||
if (Context.IsWorldReady)
|
||||
{
|
||||
// raise current location changed
|
||||
// ReSharper disable once PossibleUnintendedReferenceComparison
|
||||
if (Game1.currentLocation != this.PreviousGameLocation)
|
||||
{
|
||||
if (this.VerboseLogging)
|
||||
|
@ -523,7 +532,13 @@ namespace StardewModdingAPI.Framework
|
|||
|
||||
// raise current location's object list changed
|
||||
if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
|
||||
this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(Game1.currentLocation.objects));
|
||||
this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(
|
||||
#if STARDEW_VALLEY_1_3
|
||||
Game1.currentLocation.objects.FieldDict
|
||||
#else
|
||||
Game1.currentLocation.objects
|
||||
#endif
|
||||
));
|
||||
|
||||
// raise time changed
|
||||
if (Game1.timeOfDay != this.PreviousTime)
|
||||
|
@ -650,6 +665,619 @@ namespace StardewModdingAPI.Framework
|
|||
[SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
|
||||
#if STARDEW_VALLEY_1_3
|
||||
private void DrawImpl(GameTime gameTime)
|
||||
{
|
||||
if (Game1.debugMode)
|
||||
{
|
||||
if (SGame._fpsStopwatch.IsRunning)
|
||||
{
|
||||
float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds;
|
||||
SGame._fpsList.Add(totalSeconds);
|
||||
while (SGame._fpsList.Count >= 120)
|
||||
SGame._fpsList.RemoveAt(0);
|
||||
float num = 0.0f;
|
||||
foreach (float fps in SGame._fpsList)
|
||||
num += fps;
|
||||
SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count));
|
||||
}
|
||||
SGame._fpsStopwatch.Restart();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SGame._fpsStopwatch.IsRunning)
|
||||
SGame._fpsStopwatch.Reset();
|
||||
SGame._fps = 0.0f;
|
||||
SGame._fpsList.Clear();
|
||||
}
|
||||
if (SGame._newDayTask != null)
|
||||
{
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
//base.Draw(gameTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((double)Game1.options.zoomLevel != 1.0)
|
||||
this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
|
||||
if (this.IsSaving)
|
||||
{
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
|
||||
if (activeClickableMenu != null)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
try
|
||||
{
|
||||
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
|
||||
activeClickableMenu.draw(Game1.spriteBatch);
|
||||
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
this.RaisePostRender();
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
//base.Draw(gameTime);
|
||||
this.renderScreenBuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
try
|
||||
{
|
||||
Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
|
||||
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
|
||||
Game1.activeClickableMenu.draw(Game1.spriteBatch);
|
||||
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
Game1.activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
this.RaisePostRender();
|
||||
Game1.spriteBatch.End();
|
||||
if ((double)Game1.options.zoomLevel != 1.0)
|
||||
{
|
||||
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
}
|
||||
else if ((int)Game1.gameMode == 11)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink);
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0));
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
|
||||
this.RaisePostRender();
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
else if (Game1.currentMinigame != null)
|
||||
{
|
||||
Game1.currentMinigame.draw(Game1.spriteBatch);
|
||||
if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
this.RaisePostRender(needsNewBatch: true);
|
||||
if ((double)Game1.options.zoomLevel != 1.0)
|
||||
{
|
||||
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
}
|
||||
else if (Game1.showingEndOfNightStuff)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
if (Game1.activeClickableMenu != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
|
||||
Game1.activeClickableMenu.draw(Game1.spriteBatch);
|
||||
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
Game1.activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
}
|
||||
this.RaisePostRender();
|
||||
Game1.spriteBatch.End();
|
||||
if ((double)Game1.options.zoomLevel != 1.0)
|
||||
{
|
||||
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
}
|
||||
else
|
||||
{
|
||||
int num1;
|
||||
switch (Game1.gameMode)
|
||||
{
|
||||
case 3:
|
||||
num1 = Game1.currentLocation == null ? 1 : 0;
|
||||
break;
|
||||
case 6:
|
||||
num1 = 1;
|
||||
break;
|
||||
default:
|
||||
num1 = 0;
|
||||
break;
|
||||
}
|
||||
if (num1 != 0)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
string str1 = "";
|
||||
for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
|
||||
str1 += ".";
|
||||
string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
|
||||
string s = str2 + str1;
|
||||
string str3 = str2 + "... ";
|
||||
int widthOfString = SpriteText.getWidthOfString(str3);
|
||||
int height = 64;
|
||||
int x = 64;
|
||||
int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height;
|
||||
SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1);
|
||||
Game1.spriteBatch.End();
|
||||
if ((double)Game1.options.zoomLevel != 1.0)
|
||||
{
|
||||
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
}
|
||||
else
|
||||
{
|
||||
Viewport viewport1;
|
||||
if ((int)Game1.gameMode == 0)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
}
|
||||
else
|
||||
{
|
||||
Microsoft.Xna.Framework.Rectangle bounds;
|
||||
if (Game1.drawLighting)
|
||||
{
|
||||
this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
|
||||
this.GraphicsDevice.Clear(Color.White * 0.0f);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.Name.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight));
|
||||
for (int index = 0; index < Game1.currentLightSources.Count; ++index)
|
||||
{
|
||||
if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D lightTexture = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture;
|
||||
Vector2 position = Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2);
|
||||
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds);
|
||||
Color color = (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color);
|
||||
double num2 = 0.0;
|
||||
bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds;
|
||||
double x = (double)bounds.Center.X;
|
||||
bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds;
|
||||
double y = (double)bounds.Center.Y;
|
||||
Vector2 origin = new Vector2((float)x, (float)y);
|
||||
double num3 = (double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (double)(Game1.options.lightingQuality / 2);
|
||||
int num4 = 0;
|
||||
double num5 = 0.899999976158142;
|
||||
spriteBatch.Draw(lightTexture, position, sourceRectangle, color, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
|
||||
}
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screenWrapper);
|
||||
}
|
||||
if (Game1.bloomDay && Game1.bloom != null)
|
||||
Game1.bloom.BeginDraw();
|
||||
this.GraphicsDevice.Clear(this.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
this.Events.Graphics_OnPreRenderEvent.Raise();
|
||||
if (Game1.background != null)
|
||||
Game1.background.draw(Game1.spriteBatch);
|
||||
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
|
||||
Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
|
||||
Game1.currentLocation.drawWater(Game1.spriteBatch);
|
||||
if (Game1.CurrentEvent == null)
|
||||
{
|
||||
foreach (NPC character in Game1.currentLocation.characters)
|
||||
{
|
||||
if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && !character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D shadowTexture = Game1.shadowTexture;
|
||||
Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12))));
|
||||
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
|
||||
Color white = Color.White;
|
||||
double num2 = 0.0;
|
||||
bounds = Game1.shadowTexture.Bounds;
|
||||
double x = (double)bounds.Center.X;
|
||||
bounds = Game1.shadowTexture.Bounds;
|
||||
double y = (double)bounds.Center.Y;
|
||||
Vector2 origin = new Vector2((float)x, (float)y);
|
||||
double num3 = (4.0 + (double)character.yJumpOffset / 40.0) * (double)(float)((NetFieldBase<float, NetFloat>)character.scale);
|
||||
int num4 = 0;
|
||||
double num5 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07;
|
||||
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (NPC actor in Game1.CurrentEvent.actors)
|
||||
{
|
||||
if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D shadowTexture = Game1.shadowTexture;
|
||||
Vector2 local = Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12)))));
|
||||
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
|
||||
Color white = Color.White;
|
||||
double num2 = 0.0;
|
||||
bounds = Game1.shadowTexture.Bounds;
|
||||
double x = (double)bounds.Center.X;
|
||||
bounds = Game1.shadowTexture.Bounds;
|
||||
double y = (double)bounds.Center.Y;
|
||||
Vector2 origin = new Vector2((float)x, (float)y);
|
||||
double num3 = (4.0 + (double)actor.yJumpOffset / 40.0) * (double)(float)((NetFieldBase<float, NetFloat>)actor.scale);
|
||||
int num4 = 0;
|
||||
double num5 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07;
|
||||
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
|
||||
}
|
||||
}
|
||||
}
|
||||
Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
|
||||
Game1.mapDisplayDevice.EndScene();
|
||||
Game1.spriteBatch.End();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
if (Game1.CurrentEvent == null)
|
||||
{
|
||||
foreach (NPC character in Game1.currentLocation.characters)
|
||||
{
|
||||
if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (NPC actor in Game1.CurrentEvent.actors)
|
||||
{
|
||||
if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
|
||||
}
|
||||
}
|
||||
if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
|
||||
Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
|
||||
if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
|
||||
Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0));
|
||||
Game1.currentLocation.draw(Game1.spriteBatch);
|
||||
if (!Game1.eventUp || Game1.currentLocation.currentEvent == null || Game1.currentLocation.currentEvent.messageToScreen == null)
|
||||
;
|
||||
if (Game1.player.ActiveObject == null && ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
|
||||
Game1.drawTool(Game1.player);
|
||||
if (Game1.currentLocation.Name.Equals("Farm"))
|
||||
this.drawFarmBuildings();
|
||||
if (Game1.tvStation >= 0)
|
||||
Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
|
||||
if (Game1.panMode)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f);
|
||||
foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps)
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f);
|
||||
}
|
||||
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
|
||||
Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
|
||||
Game1.mapDisplayDevice.EndScene();
|
||||
Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.player.ActiveObject.bigCraftable) && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
|
||||
Game1.drawPlayerHeldObject(Game1.player);
|
||||
else if (Game1.displayFarmer && Game1.player.ActiveObject != null && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))
|
||||
Game1.drawPlayerHeldObject(Game1.player);
|
||||
if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
|
||||
Game1.drawTool(Game1.player);
|
||||
if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
|
||||
{
|
||||
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
|
||||
Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
|
||||
Game1.mapDisplayDevice.EndScene();
|
||||
}
|
||||
if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
|
||||
{
|
||||
Color color = Color.White;
|
||||
switch ((int)((double)Game1.toolHold / 600.0) + 2)
|
||||
{
|
||||
case 1:
|
||||
color = Tool.copperColor;
|
||||
break;
|
||||
case 2:
|
||||
color = Tool.steelColor;
|
||||
break;
|
||||
case 3:
|
||||
color = Tool.goldColor;
|
||||
break;
|
||||
case 4:
|
||||
color = Tool.iridiumColor;
|
||||
break;
|
||||
}
|
||||
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
|
||||
}
|
||||
if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
|
||||
{
|
||||
foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
|
||||
weatherDebris.draw(Game1.spriteBatch);
|
||||
}
|
||||
if (Game1.farmEvent != null)
|
||||
Game1.farmEvent.draw(Game1.spriteBatch);
|
||||
if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel);
|
||||
if (Game1.screenGlow)
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
|
||||
Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
|
||||
if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || (Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure))
|
||||
Game1.player.CurrentTool.draw(Game1.spriteBatch);
|
||||
if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64)))))
|
||||
{
|
||||
for (int index = 0; index < Game1.rainDrops.Length; ++index)
|
||||
Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
//base.Draw(gameTime);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
|
||||
{
|
||||
foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
|
||||
{
|
||||
if (actor.isEmoting)
|
||||
{
|
||||
Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
|
||||
localPosition.Y -= 140f;
|
||||
if (actor.Age == 2)
|
||||
localPosition.Y += 32f;
|
||||
else if (actor.Gender == 1)
|
||||
localPosition.Y += 10f;
|
||||
Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
|
||||
}
|
||||
}
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
if (Game1.drawLighting)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
|
||||
if (Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert))
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
if (Game1.drawGrid)
|
||||
{
|
||||
int num2 = -Game1.viewport.X % 64;
|
||||
float num3 = (float)(-Game1.viewport.Y % 64);
|
||||
int num4 = num2;
|
||||
while (true)
|
||||
{
|
||||
int num5 = num4;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
int width1 = viewport1.Width;
|
||||
if (num5 < width1)
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D staminaRect = Game1.staminaRect;
|
||||
int x = num4;
|
||||
int y = (int)num3;
|
||||
int width2 = 1;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
int height = viewport1.Height;
|
||||
Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width2, height);
|
||||
Color color = Color.Red * 0.5f;
|
||||
spriteBatch.Draw(staminaRect, destinationRectangle, color);
|
||||
num4 += 64;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
float num6 = num3;
|
||||
while (true)
|
||||
{
|
||||
double num5 = (double)num6;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
double height1 = (double)viewport1.Height;
|
||||
if (num5 < height1)
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D staminaRect = Game1.staminaRect;
|
||||
int x = num2;
|
||||
int y = (int)num6;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
int width = viewport1.Width;
|
||||
int height2 = 1;
|
||||
Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, height2);
|
||||
Color color = Color.Red * 0.5f;
|
||||
spriteBatch.Draw(staminaRect, destinationRectangle, color);
|
||||
num6 += 64f;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ((uint)Game1.currentBillboard > 0U)
|
||||
this.drawBillboard();
|
||||
if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode) && !Game1.HostPaused)
|
||||
{
|
||||
this.Events.Graphics_OnPreRenderHudEvent.Raise();
|
||||
this.drawHUD();
|
||||
this.Events.Graphics_OnPostRenderHudEvent.Raise();
|
||||
}
|
||||
else if (Game1.activeClickableMenu == null && Game1.farmEvent == null)
|
||||
Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f);
|
||||
if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival()))
|
||||
{
|
||||
for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
|
||||
Game1.hudMessages[i].draw(Game1.spriteBatch, i);
|
||||
}
|
||||
}
|
||||
if (Game1.farmEvent != null)
|
||||
Game1.farmEvent.draw(Game1.spriteBatch);
|
||||
if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
|
||||
this.drawDialogueBox();
|
||||
if (Game1.progressBar)
|
||||
{
|
||||
SpriteBatch spriteBatch1 = Game1.spriteBatch;
|
||||
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
int x1 = (viewport1.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
Microsoft.Xna.Framework.Rectangle titleSafeArea = viewport1.TitleSafeArea;
|
||||
int y1 = titleSafeArea.Bottom - 128;
|
||||
int dialogueWidth = Game1.dialogueWidth;
|
||||
int height1 = 32;
|
||||
Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1);
|
||||
Color lightGray = Color.LightGray;
|
||||
spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray);
|
||||
SpriteBatch spriteBatch2 = Game1.spriteBatch;
|
||||
Texture2D staminaRect = Game1.staminaRect;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
int x2 = (viewport1.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
titleSafeArea = viewport1.TitleSafeArea;
|
||||
int y2 = titleSafeArea.Bottom - 128;
|
||||
int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
|
||||
int height2 = 32;
|
||||
Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2);
|
||||
Color dimGray = Color.DimGray;
|
||||
spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
|
||||
}
|
||||
if (Game1.eventUp && (Game1.currentLocation != null && Game1.currentLocation.currentEvent != null))
|
||||
Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
|
||||
if (Game1.isRaining && (Game1.currentLocation != null && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert)))
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D staminaRect = Game1.staminaRect;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds;
|
||||
Color color = Color.Blue * 0.2f;
|
||||
spriteBatch.Draw(staminaRect, bounds, color);
|
||||
}
|
||||
if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds;
|
||||
Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
|
||||
spriteBatch.Draw(fadeToBlackRect, bounds, color);
|
||||
}
|
||||
else if ((double)Game1.flashAlpha > 0.0)
|
||||
{
|
||||
if (Game1.options.screenFlash)
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
|
||||
viewport1 = Game1.graphics.GraphicsDevice.Viewport;
|
||||
Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds;
|
||||
Color color = Color.White * Math.Min(1f, Game1.flashAlpha);
|
||||
spriteBatch.Draw(fadeToBlackRect, bounds, color);
|
||||
}
|
||||
Game1.flashAlpha -= 0.1f;
|
||||
}
|
||||
if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
|
||||
this.drawDialogueBox();
|
||||
foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
|
||||
overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
|
||||
if (Game1.debugMode)
|
||||
{
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
SpriteFont smallFont = Game1.smallFont;
|
||||
object[] objArray = new object[10];
|
||||
int index = 0;
|
||||
string str;
|
||||
if (!Game1.panMode)
|
||||
str = "player: " + (object)(Game1.player.getStandingX() / 64) + ", " + (object)(Game1.player.getStandingY() / 64);
|
||||
else
|
||||
str = ((Game1.getOldMouseX() + Game1.viewport.X) / 64).ToString() + "," + (object)((Game1.getOldMouseY() + Game1.viewport.Y) / 64);
|
||||
objArray[index] = (object)str;
|
||||
objArray[1] = (object)" mouseTransparency: ";
|
||||
objArray[2] = (object)Game1.mouseCursorTransparency;
|
||||
objArray[3] = (object)" mousePosition: ";
|
||||
objArray[4] = (object)Game1.getMouseX();
|
||||
objArray[5] = (object)",";
|
||||
objArray[6] = (object)Game1.getMouseY();
|
||||
objArray[7] = (object)Environment.NewLine;
|
||||
objArray[8] = (object)"debugOutput: ";
|
||||
objArray[9] = (object)Game1.debugOutput;
|
||||
string text = string.Concat(objArray);
|
||||
Viewport viewport2 = this.GraphicsDevice.Viewport;
|
||||
double x = (double)viewport2.TitleSafeArea.X;
|
||||
viewport2 = this.GraphicsDevice.Viewport;
|
||||
double y = (double)viewport2.TitleSafeArea.Y;
|
||||
Vector2 position = new Vector2((float)x, (float)y);
|
||||
Color red = Color.Red;
|
||||
double num2 = 0.0;
|
||||
Vector2 zero = Vector2.Zero;
|
||||
double num3 = 1.0;
|
||||
int num4 = 0;
|
||||
double num5 = 0.99999988079071;
|
||||
spriteBatch.DrawString(smallFont, text, position, red, (float)num2, zero, (float)num3, (SpriteEffects)num4, (float)num5);
|
||||
}
|
||||
if (Game1.showKeyHelp)
|
||||
Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
|
||||
if (Game1.activeClickableMenu != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
|
||||
Game1.activeClickableMenu.draw(Game1.spriteBatch);
|
||||
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
Game1.activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
}
|
||||
else if (Game1.farmEvent != null)
|
||||
Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
|
||||
if (Game1.HostPaused)
|
||||
{
|
||||
string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
|
||||
SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1);
|
||||
}
|
||||
this.RaisePostRender();
|
||||
Game1.spriteBatch.End();
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
this.renderScreenBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
private void DrawImpl(GameTime gameTime)
|
||||
{
|
||||
if (Game1.debugMode)
|
||||
|
@ -1301,6 +1929,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/****
|
||||
** Methods
|
||||
|
|
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewModdingAPI.Framework;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewValley;
|
||||
using StardewValley.BellsAndWhistles;
|
||||
using StardewValley.Buildings;
|
||||
|
@ -31,7 +32,8 @@ namespace StardewModdingAPI.Metadata
|
|||
*********/
|
||||
/// <summary>Initialise the core asset data.</summary>
|
||||
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
|
||||
public CoreAssets(Func<string, string> getNormalisedPath)
|
||||
/// <param name="reflection">Simplifies access to private code.</param>
|
||||
public CoreAssets(Func<string, string> getNormalisedPath, Reflector reflection)
|
||||
{
|
||||
this.GetNormalisedPath = getNormalisedPath;
|
||||
this.SingletonSetters =
|
||||
|
@ -82,6 +84,25 @@ namespace StardewModdingAPI.Metadata
|
|||
// from Game1.ResetToolSpriteSheet
|
||||
["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(),
|
||||
|
||||
#if STARDEW_VALLEY_1_3
|
||||
// from Bush
|
||||
["TileSheets\\bushes"] = (content, key) => reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))),
|
||||
|
||||
// from Farm
|
||||
["Buildings\\houses"] = (content, key) => reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)),
|
||||
|
||||
// from Farmer
|
||||
["Characters\\Farmer\\farmer_base"] = (content, key) =>
|
||||
{
|
||||
if (Game1.player != null && Game1.player.isMale)
|
||||
Game1.player.FarmerRenderer = new FarmerRenderer(key);
|
||||
},
|
||||
["Characters\\Farmer\\farmer_girl_base"] = (content, key) =>
|
||||
{
|
||||
if (Game1.player != null && !Game1.player.isMale)
|
||||
Game1.player.FarmerRenderer = new FarmerRenderer(key);
|
||||
},
|
||||
#else
|
||||
// from Bush
|
||||
["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key),
|
||||
|
||||
|
@ -107,6 +128,7 @@ namespace StardewModdingAPI.Metadata
|
|||
if (Game1.player != null && !Game1.player.isMale)
|
||||
Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
|
||||
},
|
||||
#endif
|
||||
|
||||
// from Flooring
|
||||
["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key),
|
||||
|
@ -144,9 +166,15 @@ namespace StardewModdingAPI.Metadata
|
|||
Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray();
|
||||
if (buildings.Any())
|
||||
{
|
||||
#if STARDEW_VALLEY_1_3
|
||||
foreach (Building building in buildings)
|
||||
building.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
|
||||
#else
|
||||
Texture2D texture = content.Load<Texture2D>(key);
|
||||
foreach (Building building in buildings)
|
||||
building.texture = texture;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -162,9 +190,11 @@ namespace StardewModdingAPI.Metadata
|
|||
/// <summary>Get all player-constructed buildings in the world.</summary>
|
||||
private IEnumerable<Building> GetAllBuildings()
|
||||
{
|
||||
return Game1.locations
|
||||
.OfType<BuildableGameLocation>()
|
||||
.SelectMany(p => p.buildings);
|
||||
foreach (BuildableGameLocation location in Game1.locations.OfType<BuildableGameLocation>())
|
||||
{
|
||||
foreach (Building building in location.buildings)
|
||||
yield return building;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -247,6 +247,7 @@ namespace StardewModdingAPI
|
|||
try
|
||||
{
|
||||
this.IsGameRunning = true;
|
||||
StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window
|
||||
this.GameInstance.Run();
|
||||
}
|
||||
catch (Exception ex)
|
||||
|
|
Loading…
Reference in New Issue