2018-12-30 18:00:05 +08:00
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using EventSystem.Framework.FunctionEvents;
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2018-02-23 03:43:18 +08:00
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using Microsoft.Xna.Framework;
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2018-02-24 05:55:51 +08:00
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using Microsoft.Xna.Framework.Input;
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2018-02-23 03:43:18 +08:00
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using StardewValley;
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2018-02-24 05:55:51 +08:00
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namespace EventSystem.Framework
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{
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/// <summary>Base class used to handle map tile events.</summary>
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public class MapEvent
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{
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/// <summary>//MAKE NAME FOR EVENTS</summary>
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public string name;
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public Vector2 tilePosition;
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public GameLocation location;
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public PlayerEvents playerEvents;
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public bool playerOnTile;
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public MouseButtonEvents mouseButtonEvents;
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public MouseEntryLeaveEvent mouseEntryLeaveEvents;
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public bool mouseOnTile;
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public bool doesInteractionNeedToRun;
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public bool loopInteraction;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Constructors
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*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*/
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#region
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/// <summary>Empty Constructor.</summary>
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public MapEvent() { }
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/// <summary>A simple map event that doesn't do anything.</summary>
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public MapEvent(string name, GameLocation location, Vector2 position)
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{
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this.name = name;
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this.location = location;
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this.tilePosition = position;
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}
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/// <summary>A simple map function that runs when the player enters and leaves a tile. Set values to null for nothing to happen.</summary>
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/// <param name="location">The game location where the event is. I.E Farm, Town, Mine etc.</param>
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/// <param name="position">The x,y position on the map the event is.</param>
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/// <param name="playerEvents">Handles various events that runs when the player enters/leaves a tile, etc.</param>
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public MapEvent(string name, GameLocation location, Vector2 position, PlayerEvents playerEvents)
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{
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this.name = name;
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this.location = location;
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this.tilePosition = position;
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this.playerEvents = playerEvents;
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}
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/// <summary>A constructor that handles when the mouse leaves and enters a tile.</summary>
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/// <param name="location">The game location where the event is.</param>
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/// <param name="position">The x,y position of the tile at the game location.</param>
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/// <param name="mouseEvents">A class used to handle mouse entry/leave events.</param>
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public MapEvent(string name, GameLocation location, Vector2 position, MouseEntryLeaveEvent mouseEvents)
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{
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this.name = name;
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this.location = location;
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this.tilePosition = position;
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this.mouseEntryLeaveEvents = mouseEvents;
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}
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/// <summary>A constructor that handles when the mouse leaves and enters a tile.</summary>
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/// <param name="location">The game location where the event is.</param>
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/// <param name="position">The x,y position of the tile at the game location.</param>
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/// <param name="mouseEvents">A class used to handle mouse click/scroll events.</param>
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public MapEvent(string name, GameLocation location, Vector2 position, MouseButtonEvents mouseEvents)
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{
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this.name = name;
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this.location = location;
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this.tilePosition = position;
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this.mouseButtonEvents = mouseEvents;
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}
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/// <summary>A constructor encapsulating player, mouse button, and mouse entry events.</summary>
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/// <param name="location">The game location for which the event is located. I.E Town, Farm, etc.</param>
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/// <param name="position">The x,y cordinates for this event to be located at.</param>
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/// <param name="playerEvents">The events that occur associated with the player. I.E player entry, etc.</param>
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/// <param name="mouseButtonEvents">The events associated with clicking a mouse button while on this tile.</param>
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/// <param name="mouseEntryLeaveEvents">The events that occur when the mouse enters or leaves the same tile position as this event.</param>
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public MapEvent(string name, GameLocation location, Vector2 position, PlayerEvents playerEvents, MouseButtonEvents mouseButtonEvents, MouseEntryLeaveEvent mouseEntryLeaveEvents)
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{
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this.name = name;
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this.location = location;
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this.tilePosition = position;
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this.playerEvents = playerEvents;
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this.mouseButtonEvents = mouseButtonEvents;
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this.mouseEntryLeaveEvents = mouseEntryLeaveEvents;
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}
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#endregion
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Player related functions
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*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*/
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#region
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/// <summary>Occurs when the player enters the same tile as this event. The function associated with this event is then ran.</summary>
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public virtual bool OnPlayerEnter()
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{
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if (this.playerEvents == null) return false;
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if (this.isPlayerOnTile() && this.doesInteractionNeedToRun)
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{
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this.playerOnTile = true;
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this.doesInteractionNeedToRun = false;
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this.playerEvents.onPlayerEnter?.run();
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return true;
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}
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return false;
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}
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/// <summary>Occurs when the player leaves the same tile that this event is on. The function associated with thie event is then ran.</summary>
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public virtual bool OnPlayerLeave()
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{
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if (this.playerEvents == null) return false;
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if (!this.isPlayerOnTile() && this.playerOnTile)
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{
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this.playerOnTile = false;
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this.doesInteractionNeedToRun = true;
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this.playerEvents.onPlayerLeave?.run();
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return true;
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}
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return false;
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}
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/// <summary>Checks if the player is on the same tile as this event.</summary>
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public virtual bool isPlayerOnTile()
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{
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return
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Game1.player.getTileX() == this.tilePosition.X
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&& Game1.player.getTileY() == this.tilePosition.Y;
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}
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#endregion
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Mouse related functions
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*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*/
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#region
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/// <summary>Occurs when the player left clicks the same tile that this event is on.</summary>
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public virtual bool OnLeftClick()
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{
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if (!this.mouseOnTile) return false;
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if (this.mouseButtonEvents == null) return false;
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this.mouseButtonEvents.onLeftClick?.run();
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return true;
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}
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/// <summary>Occurs when the player right clicks the same tile that this event is on.</summary>
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public virtual bool OnRightClick()
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{
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if (!this.mouseOnTile) return false;
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if (this.mouseButtonEvents == null) return false;
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this.mouseButtonEvents.onRightClick?.run();
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return true;
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}
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/// <summary>Occurs when the mouse tile position is the same as this event's x,y position.</summary>
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public virtual bool OnMouseEnter()
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{
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if (this.mouseEntryLeaveEvents == null) return false;
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if (this.isMouseOnTile())
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{
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this.mouseOnTile = true;
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this.mouseEntryLeaveEvents.onMouseEnter?.run();
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return true;
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}
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return false;
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}
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/// <summary>Occurs when the mouse tile position leaves the the same x,y position as this event.</summary>
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public virtual bool OnMouseLeave()
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{
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if (this.mouseEntryLeaveEvents == null) return false;
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if (!this.isMouseOnTile() && this.mouseOnTile)
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{
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this.mouseOnTile = false;
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this.mouseEntryLeaveEvents.onMouseLeave?.run();
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return true;
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}
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return false;
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}
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/// <summary>UNUSED!!!! Occurs when the mouse is on the same position as the tile AND the user scrolls the mouse wheel.</summary>
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public virtual bool OnMouseScroll()
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{
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if (!this.isMouseOnTile()) return false;
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this.mouseButtonEvents.onMouseScroll?.run();
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return true;
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}
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/// <summary>Checks if the mouse is on the tile.</summary>
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public virtual bool isMouseOnTile()
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{
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Vector2 mousePosition = Game1.currentCursorTile;
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if (mousePosition.X == this.tilePosition.X && mousePosition.Y == this.tilePosition.Y) return true;
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return false;
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}
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/// <summary>Occurs when the tile is clicked. Runs the appropriate event.</summary>
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public virtual void clickEvent()
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{
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if (!this.mouseOnTile) return;
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var mouseState = Mouse.GetState();
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if (mouseState.LeftButton == ButtonState.Pressed)
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this.OnLeftClick();
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if (mouseState.RightButton == ButtonState.Pressed)
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this.OnRightClick();
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}
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#endregion
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/// <summary>Used to check if any sort of events need to run on this tile right now.</summary>
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public virtual void update()
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{
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if (Game1.activeClickableMenu != null) return;
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this.clickEvent(); //click events
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this.OnPlayerEnter(); //player enter events
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this.OnPlayerLeave(); //player leave events
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this.OnMouseEnter(); //on mouse enter events
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this.OnMouseLeave(); //on mouse leave events.
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}
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}
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}
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