Stardew_Valley_Mods/GeneralMods/MapEvents/Framework/Events/WarpEvent.cs

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using EventSystem.Framework.FunctionEvents;
using EventSystem.Framework.Information;
using Microsoft.Xna.Framework;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EventSystem.Framework.Events
{
/// <summary>
/// Used to handle warp events on the map.
/// </summary>
public class WarpEvent :MapEvent
{
WarpInformation warpInfo;
/// <summary>
/// Constructor for handling warp events.
/// </summary>
/// <param name="Name">The name of the event.</param>
/// <param name="Location">The game location that this event is located at.</param>
/// <param name="Position">The x,y tile position of the event.</param>
/// <param name="playerEvents">The events to occur when the player enters the warp tile before the warp.</param>
/// <param name="WarpInfo">The information for warping the farmer.</param>
public WarpEvent(string Name, GameLocation Location, Vector2 Position, PlayerEvents playerEvents,WarpInformation WarpInfo) : base(Name, Location, Position, playerEvents)
{
this.name = Name;
this.location = Location;
this.tilePosition = Position;
this.playerEvents = playerEvents;
this.warpInfo = WarpInfo;
this.doesInteractionNeedToRun = true;
}
/// <summary>
/// Occurs when the player enters the warp tile event position.
/// </summary>
public override bool OnPlayerEnter()
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{
if (base.OnPlayerEnter() == false) return false;
else
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{
Game1.warpFarmer(this.warpInfo.targetMapName, this.warpInfo.targetX, this.warpInfo.targetY, this.warpInfo.facingDirection, this.warpInfo.isStructure);
return true;
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}
}
/// <summary>
/// Runs when the player is not on the tile and resets player interaction.
/// </summary>
public override bool OnPlayerLeave()
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{
if (base.OnPlayerLeave() == false) return false;
return true;
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}
/// <summary>
/// Used to update the event and check for interaction.
/// </summary>
public override void update()
{
this.OnPlayerEnter();
this.OnPlayerLeave();
}
}
}