Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Objects/Furniture/ChairTileComponent.cs

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5.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using PyTK.CustomElementHandler;
using Revitalize.Framework.Objects.InformationFiles.Furniture;
using StardewValley;
using StardewValley.Objects;
namespace Revitalize.Framework.Objects.Furniture
{
/// <summary>
/// Chair "piece" which represents one of the objects in the game that takes up roughly one tile.
/// </summary>
public class ChairTileComponent:FurnitureTileComponent
{
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public ChairInformation furnitureInfo;
/// <summary>
/// Checks if the player can sit "on" this component.
/// </summary>
public bool CanSitHere
{
get
{
return (this.furnitureInfo as InformationFiles.Furniture.ChairInformation).canSitHere;
}
}
public ChairTileComponent():base()
{
}
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public ChairTileComponent(BasicItemInformation Info,ChairInformation FurnitureInfo) : base(Info)
{
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this.furnitureInfo = FurnitureInfo;
}
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public ChairTileComponent(BasicItemInformation Info,Vector2 TileLocation, ChairInformation FurnitureInfo) : base(Info, TileLocation)
{
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this.furnitureInfo = FurnitureInfo;
}
/// <summary>
/// When the chair is right clicked ensure that all pieces associated with it are also rotated.
/// </summary>
/// <param name="who"></param>
/// <returns></returns>
public override bool rightClicked(Farmer who)
{
this.containerObject.rotate(); //Ensure that all of the chair pieces rotate at the same time.
checkForSpecialUpSittingAnimation();
return true;
//return base.rightClicked(who);
}
/// <summary>
/// Used for more object interactions.
/// When the chair is shift right clicked sit on that specific chair tile if you can sit there.
/// </summary>
/// <param name="who"></param>
/// <returns></returns>
public override bool shiftRightClicked(Farmer who)
{
if (this.CanSitHere)
{
Revitalize.ModCore.playerInfo.sittingInfo.sit(this.containerObject, this.TileLocation*Game1.tileSize);
foreach(KeyValuePair<Vector2, StardewValley.Object> pair in this.containerObject.objects)
{
(pair.Value as ChairTileComponent).checkForSpecialUpSittingAnimation();
}
}
return base.shiftRightClicked(who);
}
public override Item getOne()
{
ChairTileComponent component = new ChairTileComponent(this.info, (ChairInformation)this.furnitureInfo);
component.containerObject = this.containerObject;
component.offsetKey = this.offsetKey;
return component;
}
public override ICustomObject recreate(Dictionary<string, string> additionalSaveData, object replacement)
{
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//instead of using this.offsetkey.x use get additional save data function and store offset key there
Vector2 offsetKey = new Vector2(Convert.ToInt32(additionalSaveData["offsetKeyX"]), Convert.ToInt32(additionalSaveData["offsetKeyY"]));
ChairTileComponent self = Revitalize.ModCore.Serializer.DeserializeGUID<ChairTileComponent>(additionalSaveData["GUID"]);
if (self == null)
{
return null;
}
if (!Revitalize.ModCore.ObjectGroups.ContainsKey(additionalSaveData["ParentGUID"]))
{
//Get new container
ChairMultiTiledObject obj = (ChairMultiTiledObject)Revitalize.ModCore.Serializer.DeserializeGUID<ChairMultiTiledObject>(additionalSaveData["ParentGUID"]);
self.containerObject = obj;
obj.addComponent(offsetKey, self);
//Revitalize.ModCore.log("ADD IN AN OBJECT!!!!");
Revitalize.ModCore.ObjectGroups.Add(additionalSaveData["ParentGUID"], obj);
}
else
{
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self.containerObject = Revitalize.ModCore.ObjectGroups[additionalSaveData["ParentGUID"]];
Revitalize.ModCore.ObjectGroups[additionalSaveData["GUID"]].addComponent(offsetKey, self);
//Revitalize.ModCore.log("READD AN OBJECT!!!!");
}
return (ICustomObject)self;
}
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public override Dictionary<string, string> getAdditionalSaveData()
{
Dictionary<string, string> saveData = base.getAdditionalSaveData();
Revitalize.ModCore.Serializer.SerializeGUID(this.containerObject.childrenGuids[this.offsetKey].ToString(), this);
return saveData;
}
/// <summary>
///Used to manage graphics for chairs that need to deal with special "layering" for transparent chair backs. Otherwise the player would be hidden.
/// </summary>
public void checkForSpecialUpSittingAnimation()
{
if (this.info.facingDirection == Enums.Direction.Up && Revitalize.ModCore.playerInfo.sittingInfo.SittingObject == this.containerObject)
{
string animationKey = "Sitting_" + (int)Enums.Direction.Up;
if (this.animationManager.animations.ContainsKey(animationKey))
{
this.animationManager.setAnimation(animationKey);
}
}
}
}
}