Stardew_Valley_Mods/GeneralMods/SimpleSoundManager/ModCore.cs

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using SimpleSoundManager.Framework;
using SimpleSoundManager.Framework.Music;
using StardewModdingAPI;
namespace SimpleSoundManager
{
/// <summary>
/// Mod core.
///
/// Needs testing.
///
/// Seems like the current structure will require both content packs and a programmed mod to request when to play specific sounds. Interesting.
/// </summary>
public class ModCore : Mod
{
internal static IModHelper ModHelper;
internal static IMonitor ModMonitor;
internal static Config Config;
public static MusicManager MusicManager;
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
ModHelper = helper;
ModMonitor = this.Monitor;
Config = helper.ReadConfig<Config>();
this.loadContentPacks();
this.Helper.Events.GameLoop.OneSecondUpdateTicked += this.GameLoop_OneSecondUpdateTicked;
this.Helper.Events.GameLoop.SaveLoaded += this.GameLoop_SaveLoaded;
}
private void GameLoop_SaveLoaded(object sender, StardewModdingAPI.Events.SaveLoadedEventArgs e)
{
//MusicManager.MusicPacks["Your Project Name"].PlaySound("toby fox - UNDERTALE Soundtrack - 01 Once Upon a Time");
//DebugLog("PLAY SOME SOUNDS");
}
/// <summary>
/// Update all music packs every second.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void GameLoop_OneSecondUpdateTicked(object sender, StardewModdingAPI.Events.OneSecondUpdateTickedEventArgs e)
{
foreach(MusicPack pack in MusicManager.MusicPacks.Values)
{
pack.update();
}
}
/// <summary>
/// Loads all content packs for SimpleSoundManager
/// </summary>
private void loadContentPacks()
{
MusicManager = new MusicManager();
foreach (IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
{
this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
MusicPack musicPack = new MusicPack(contentPack);
MusicManager.addMusicPack(musicPack, true, true);
}
}
/// <summary>
/// Easy way to display debug logs when allowing for a check to see if they are enabled.
/// </summary>
/// <param name="s">The message to display.</param>
public static void DebugLog(string s)
{
if (Config.EnableDebugLog)
ModMonitor.Log(s);
}
}
}