56 lines
1.9 KiB
C#
56 lines
1.9 KiB
C#
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using EventSystem.Framework.FunctionEvents;
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using FarmersMarketStall.Framework.MapEvents;
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using Microsoft.Xna.Framework;
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using StardewModdingAPI;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FarmersMarketStall
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{
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/// <summary>
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/// TODO:
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/// Make a farmers market menu
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/// MAke a way to store items to sell in a sort of inventory
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/// Make a map event to call the farmers market stall menu
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/// Make way to sell market items at a higher value
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/// Make a selling menu
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/// Make a minigame event for bonus money to earn.
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/// </summary>
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/// <param name="helper"></param>
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public class Class1 :Mod
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{
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public static IModHelper ModHelper;
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public static IMonitor ModMonitor;
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public static FarmersMarketStall.Framework.MarketStall marketStall;
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public override void Entry(IModHelper helper)
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{
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ModHelper = Helper;
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ModMonitor = Monitor;
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StardewModdingAPI.Events.SaveEvents.BeforeSave += SaveEvents_BeforeSave;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
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marketStall = new Framework.MarketStall();
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}
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private void SaveEvents_AfterLoad(object sender, EventArgs e)
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{
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EventSystem.EventSystem.eventManager.addEvent(Game1.getLocationFromName("BusStop"), new ShopInteractionEvent("FarmersMarketStall", Game1.getLocationFromName("BusStop"), new Vector2(6, 11), new MouseButtonEvents(null, true), new MouseEntryLeaveEvent(null, null)));
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}
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private void SaveEvents_BeforeSave(object sender, EventArgs e)
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{
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if (marketStall.stock.Count > 0) {
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// Game1.endOfNightMenus.Push(new StardewValley.Menus.ShippingMenu(marketStall.stock));
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marketStall.sellAllItems();
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}
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}
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}
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}
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