update code for SDV 1.4 changes (#638)
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f14260b3b4
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@ -1014,7 +1014,7 @@ namespace StardewModdingAPI.Framework
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int height = 64;
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int x = 64;
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int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
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SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1);
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SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1, SpriteText.ScrollTextAlignment.Left);
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events.Rendered.RaiseEmpty();
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Game1.spriteBatch.End();
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this.drawOverlays(Game1.spriteBatch);
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@ -1054,7 +1054,8 @@ namespace StardewModdingAPI.Framework
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Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
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if (++batchOpens == 1)
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events.Rendering.RaiseEmpty();
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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));
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Color color1 = !Game1.currentLocation.Name.StartsWith("UndergroundMine") || !(Game1.currentLocation is MineShaft) ? (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight) : (Game1.currentLocation as MineShaft).getLightingColor(gameTime);
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Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, color1);
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for (int index = 0; index < Game1.currentLightSources.Count; ++index)
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{
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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)))
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@ -1063,14 +1064,14 @@ namespace StardewModdingAPI.Framework
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Texture2D lightTexture = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture;
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Vector2 position = Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2);
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Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds);
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Color color = (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color);
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Color color2 = (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color);
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Microsoft.Xna.Framework.Rectangle bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds;
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double x = (double)bounds.Center.X;
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bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds;
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double y = (double)bounds.Center.Y;
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Vector2 origin = new Vector2((float)x, (float)y);
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double num = (double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (double)(Game1.options.lightingQuality / 2);
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spriteBatch.Draw(lightTexture, position, sourceRectangle, color, 0.0f, origin, (float)num, SpriteEffects.None, 0.9f);
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spriteBatch.Draw(lightTexture, position, sourceRectangle, color2, 0.0f, origin, (float)num, SpriteEffects.None, 0.9f);
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}
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}
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Game1.spriteBatch.End();
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@ -1449,7 +1450,11 @@ namespace StardewModdingAPI.Framework
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debugStringBuilder.Append(",");
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debugStringBuilder.Append(Game1.getMouseY());
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debugStringBuilder.Append(Environment.NewLine);
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debugStringBuilder.Append("debugOutput: ");
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debugStringBuilder.Append(" mouseWorldPosition: ");
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debugStringBuilder.Append(Game1.getMouseX() + Game1.viewport.X);
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debugStringBuilder.Append(",");
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debugStringBuilder.Append(Game1.getMouseY() + Game1.viewport.Y);
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debugStringBuilder.Append(" debugOutput: ");
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debugStringBuilder.Append(Game1.debugOutput);
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Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
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}
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@ -1476,7 +1481,7 @@ namespace StardewModdingAPI.Framework
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if (Game1.HostPaused)
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{
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string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
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SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1);
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SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1, SpriteText.ScrollTextAlignment.Left);
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}
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events.Rendered.RaiseEmpty();
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