publicvoidMusic_Loader_Seasons(stringconditional_name,Dictionary<string,MusicManager>reference_dic)//reads in cue names from a text file and adds them to a specific list. Morphs with specific conditional name. Conditionals are hardcoded.
{
//loads the data to the variables upon loading the game.
if(!File.Exists(mylocation3))//check to make sure the file actually exists
{
stringerror_message="Stardew Symohony:The specified music file could not be found. That music file is "+conditional_name+" which should be located at "+mylocation3+" but don't worry I'll create it for you right now. It's going to be blank though";
Console.WriteLine(error_message);
string[]mystring3=newstring[3];//seems legit.
mystring3[0]=conditional_name+" music file. This file holds all of the music that will play when there is no music for this game location, or simply put this is default music. Simply type the name of the song below the wall of equal signs.";
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 +" this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
// System.Threading.Thread.Sleep(10);
return;
}
Console.WriteLine("StardewSymohony:The music pack located at: "+path_loc+" has successfully processed the song info for the game location: "+conditional_name);
}
}
publicvoidMusic_Loader_Locations(stringconditional_name,Dictionary<string,MusicManager>reference_dic)//reads in cue names from a text file and adds them to a specific list. Morphs with specific conditional name. Conditionals are hardcoded.
{
locational_cues=newList<Cue>();
//loads the data to the variables upon loading the game.
if(!File.Exists(mylocation3))//check to make sure the file actually exists
{
Console.WriteLine("StardewSymohony:A music list for the location "+conditional_name+" does not exist for the music pack located at "+mylocation3+" which isn't a problem, I just thought I'd let you know since this may have been intentional. Also I'm creating it for you just incase. Cheers.");
//Console.WriteLine("Creating the Config file");
string[]mystring3=newstring[3];//seems legit.
mystring3[0]=conditional_name+" music file. This file holds all of the music that will play when at this game location. Simply type the name of the song below the wall of equal signs.";
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
Console.WriteLine("StardewSymhony:The music pack located at: "+path_loc+" has successfully processed the song info for the game location: "+conditional_name);
return;
}
else
{
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
return;
}
}
}
publicvoidMusic_Loader_Locations_Rain(stringconditional_name,Dictionary<string,MusicManager>reference_dic)//reads in cue names from a text file and adds them to a specific list. Morphs with specific conditional name. Conditionals are hardcoded.
if(!File.Exists(mylocation3))//check to make sure the file actually exists
{
Console.WriteLine("StardewSymphony:A music list for the location "+conditional_name+" does not exist for the music pack located at "+mylocation3+" which isn't a problem, I just thought I'd let you know since this may have been intentional. Also I'm creating it for you just incase. Cheers.");
string[]mystring3=newstring[3];//seems legit.
mystring3[0]=conditional_name+" music file. This file holds all of the music that will play when at this game location. Simply type the name of the song below the wall of equal signs.";
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
Console.WriteLine("StardewSymohony:The music pack located at: "+path_loc+" has successfully processed the song info for the game location: "+conditional_name);
return;
}
else
{
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
return;
}
}
}
publicvoidMusic_Loader_Locations_Night(stringconditional_name,Dictionary<string,MusicManager>reference_dic)//reads in cue names from a text file and adds them to a specific list. Morphs with specific conditional name. Conditionals are hardcoded.
{
locational_cues=newList<Cue>();
//loads the data to the variables upon loading the game.
if(!File.Exists(mylocation3))//check to make sure the file actually exists
{
Console.WriteLine("StardewSymphony:A music list for the location "+conditional_name+" does not exist for the music pack located at "+mylocation3+" which isn't a problem, I just thought I'd let you know since this may have been intentional. Also I'm creating it for you just incase. Cheers.");
//Console.WriteLine("Creating the Config file");
string[]mystring3=newstring[3];//seems legit.
mystring3[0]=conditional_name+" music file. This file holds all of the music that will play when at this game location. Simply type the name of the song below the wall of equal signs.";
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
Console.WriteLine("StardewSymphonyLThe music pack located at: "+path_loc+" has successfully processed the song info for the game location: "+conditional_name);
return;
}
else
{
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
return;
}
}
}
publicvoidMusic_Loader_Locations_Rain_Night(stringconditional_name,Dictionary<string,MusicManager>reference_dic)//reads in cue names from a text file and adds them to a specific list. Morphs with specific conditional name. Conditionals are hardcoded.
if(!File.Exists(mylocation3))//check to make sure the file actually exists
{
Console.WriteLine("StardewSymphony:A music list for the location "+conditional_name+" does not exist for the music pack located at "+mylocation3+" which isn't a problem, I just thought I'd let you know since this may have been intentional. Also I'm creating it for you just incase. Cheers.");
string[]mystring3=newstring[3];//seems legit.
mystring3[0]=conditional_name+" music file. This file holds all of the music that will play when at this game location. Simply type the name of the song below the wall of equal signs.";
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");
Console.WriteLine("StardewSymohony:The music pack located at: "+path_loc+" has successfully processed the song info for the game location: "+conditional_name);
return;
}
else
{
// Monitor.Log("Just thought that I'd let you know that there are no songs associated with the music file located at " + mylocation3 + " this may be intentional, but just incase you were wanted music, now you knew which ones were blank.");