Social Page: NPC Shader

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Joshua Navarro 2018-07-18 11:48:37 -07:00 committed by GitHub
parent 9c6b2efccd
commit 0509259a2e
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 39 additions and 0 deletions

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@ -159,6 +159,39 @@ namespace ShaderExample
Game1.player.FarmerRenderer.drawMiniPortrat(Game1.spriteBatch, new Vector2((float)(tab.bounds.X + 8), (float)(tab.bounds.Y + 12 + ((Game1.activeClickableMenu as StardewValley.Menus.GameMenu).currentTab == (Game1.activeClickableMenu as StardewValley.Menus.GameMenu).getTabNumberFromName(tab.name) ? 8 : 0))), 0.00011f, 3f, 2, Game1.player);
}
}
if ((Game1.activeClickableMenu as StardewValley.Menus.GameMenu).currentTab == 2)
{
var pageField = GetInstanceField(typeof(StardewValley.Menus.GameMenu), Game1.activeClickableMenu, "pages");
var pages = (List<IClickableMenu>)pageField;
var v = pages.ElementAt(2);
if (v == null)
{
Monitor.Log("WHATTT?????");
}
int slotPosition2=(int)GetInstanceField(typeof(StardewValley.Menus.SocialPage), v, "slotPosition");
var sprites = (List<ClickableTextureComponent>)GetInstanceField(typeof(StardewValley.Menus.SocialPage), v, "sprites");
var names = (List<object>)GetInstanceField(typeof(StardewValley.Menus.SocialPage), v, "names");
for (int slotPosition = slotPosition2; slotPosition < slotPosition2 + 5; ++slotPosition)
{
if (slotPosition < sprites.Count)
{
if (names[slotPosition] is string)
getInvokeMethod(v, "drawNPCSlot", new object[]{
Game1.spriteBatch, slotPosition
});
else if (names[slotPosition] is long)
getInvokeMethod(v, "drawFarmerSlot", new object[]{
Game1.spriteBatch, slotPosition
});
}
}
}
Game1.activeClickableMenu.upperRightCloseButton.draw(Game1.spriteBatch);
Game1.activeClickableMenu.drawMouse(Game1.spriteBatch);
@ -194,6 +227,12 @@ namespace ShaderExample
//Game1.spriteBatch.End();
}
public void getInvokeMethod(object target, string name ,object[] param)
{
var hello=target.GetType().GetMethod(name, BindingFlags.Public | BindingFlags.NonPublic| BindingFlags.Instance| BindingFlags.Static);
hello.Invoke(target, param);
}
public void drawMapPart2()
{
//Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);