Play some randome music and play wav packs.
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@ -29,14 +29,29 @@ namespace StardewSymphonyRemastered.Framework.Menus
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int rows = 0;
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foreach(var v in StardewSymphony.musicManager.musicPacks)
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{
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this.buttons.Add(new Button(v.Key, new Rectangle(100+(numOfButtons*100), 100+(rows*100), 64, 64), StardewSymphony.textureManager.getTexture("MusicNote").Copy(StardewSymphony.ModHelper), "", new Rectangle(0, 0, 16, 16), 4f, new StardustCore.Animations.Animation(new Rectangle(0, 0, 16, 16)), Color.White, Color.White, new ButtonFunctionality(new DelegatePairing(displayMusicPack, new List<object>
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if (v.Value.musicPackInformation.Icon == null)
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{
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this.buttons.Add(new Button(v.Key, new Rectangle(100 + (numOfButtons * 100), 125 + (rows * 100), 64, 64), StardewSymphony.textureManager.getTexture("MusicDisk"), "", new Rectangle(0, 0, 16, 16), 4f, new StardustCore.Animations.Animation(new Rectangle(0, 0, 16, 16)), StardustCore.IlluminateFramework.Colors.randomColor(), Color.White, new ButtonFunctionality(new DelegatePairing(displayMusicPack, new List<object>
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{
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(object)v
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}
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), null, new DelegatePairing(null, new List<object>(){
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(object)v
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}
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)), false));
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}
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),null, new DelegatePairing(null,new List<object>(){
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else
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{
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this.buttons.Add(new Button(v.Key, new Rectangle(100 + (numOfButtons * 100), 100 + (rows * 100), 64, 64), v.Value.musicPackInformation.Icon, "", new Rectangle(0, 0, 16, 16), 4f, new StardustCore.Animations.Animation(new Rectangle(0, 0, 16, 16)), StardustCore.IlluminateFramework.LightColorsList.Black, Color.White, new ButtonFunctionality(new DelegatePairing(displayMusicPack, new List<object>
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{
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(object)v
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}
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), null, new DelegatePairing(null, new List<object>(){
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(object)v
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}
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)), false));
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}
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)), false));
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numOfButtons++;
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if (numOfButtons > 8)
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{
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@ -61,9 +76,13 @@ namespace StardewSymphonyRemastered.Framework.Menus
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if (v.containsPoint(x, y))
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{
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var pair = (KeyValuePair<string, MusicPack>)v.buttonFunctionality.hover.paramaters[0];
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v.hoverText = pair.Key;
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v.hoverText = (string)pair.Key;
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v.onHover();
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StardewSymphony.ModMonitor.Log(pair.Key);
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//StardewSymphony.ModMonitor.Log(pair.Key);
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}
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else
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{
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v.hoverText = "";
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}
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}
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}
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@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework.Graphics;
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using StardustCore.UIUtilities;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -18,7 +19,7 @@ namespace StardewSymphonyRemastered.Framework
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public string description;
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public string versionInfo;
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public string pathToMusicPackIcon;
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public Texture2D Icon;
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public Texture2DExtended Icon;
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/// <summary>
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/// Constrctor
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/// </summary>
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@ -35,7 +36,7 @@ namespace StardewSymphonyRemastered.Framework
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this.pathToMusicPackIcon = PathToMusicPackIcon;
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try
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{
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this.Icon = StardewSymphony.ModHelper.Content.Load<Texture2D>(this.pathToMusicPackIcon);
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this.Icon = new Texture2DExtended(StardewSymphony.ModHelper, this.pathToMusicPackIcon);
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}
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catch(Exception err)
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{
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@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.IO;
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@ -174,6 +175,14 @@ namespace StardewSymphonyRemastered.Framework
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dynamicSound.Play();
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}
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public override void playRandomSong()
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{
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Random r = Game1.random;
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int value=r.Next(0, this.songInformation.listOfSongsWithoutTriggers.Count);
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Song s = this.songInformation.listOfSongsWithoutTriggers.ElementAt(value);
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this.swapSong(s.name);
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}
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/// <summary>
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/// Used to resume the currently playing song.
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/// </summary>
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@ -131,7 +131,10 @@ namespace StardewSymphonyRemastered
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string path = Path.Combine(ModHelper.DirectoryPath, "Content", "Graphics", "MusicMenu");
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if (!Directory.Exists(path)) Directory.CreateDirectory(path);
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string musicNote = Path.Combine(path, "MusicNote.png");
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string musicCD = Path.Combine(path, "MusicDisk.png");
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textureManager.addTexture("MusicNote",new Texture2DExtended(ModHelper,StardustCore.Utilities.getRelativeDirectory("StardewSymphonyRemastered", musicNote)));
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textureManager.addTexture("MusicDisk", new Texture2DExtended(ModHelper, StardustCore.Utilities.getRelativeDirectory("StardewSymphonyRemastered", musicCD)));
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textureManager.addTexture("MusicCD", new Texture2DExtended(ModHelper, StardustCore.Utilities.getRelativeDirectory("StardewSymphonyRemastered", musicCD)));
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if (!Directory.Exists(MusicPath)) Directory.CreateDirectory(MusicPath);
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if (!Directory.Exists(WavMusicDirectory)) Directory.CreateDirectory(WavMusicDirectory);
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@ -313,6 +313,8 @@ namespace StardustCore.IlluminateFramework
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{
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public static Dictionary<string, Color> ColorDictionary;
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public static Random colorRandomizer;
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public static void initializeColors()
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{
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ColorDictionary = new Dictionary<string, Color>();
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@ -609,12 +611,19 @@ namespace StardustCore.IlluminateFramework
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}
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/// <summary>
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/// Generate a random color! Does not need to be inverted to be properly used.
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/// </summary>
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/// <returns></returns>
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public static Color randomColor()
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{
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Random r = new Random(Game1.player.money + Game1.tileSize + Game1.dayOfMonth+(int)Game1.stats.stepsTaken);
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int R = r.Next(0, 255);
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int G = r.Next(0, 255);
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int B = r.Next(0, 255);
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if (colorRandomizer == null)
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{
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colorRandomizer = new Random(Game1.player.money + Game1.tileSize + Game1.dayOfMonth + (int)Game1.stats.stepsTaken);
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}
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int R = colorRandomizer.Next(0, 255);
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int G = colorRandomizer.Next(0, 255);
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int B = colorRandomizer.Next(0, 255);
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int A = 255;
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return new Color(R, G, B, A);
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}
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@ -85,7 +85,7 @@ namespace StardustCore.UIUtilities.MenuComponents
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/// <param name="b"></param>
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/// <param name="c"></param>
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/// <param name="layerDepth"></param>
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public void draw(SpriteBatch b, float layerDepth)
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public void draw(SpriteBatch b,Color color ,float layerDepth)
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{
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this.animationManager.tickAnimation();
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@ -108,12 +108,20 @@ namespace StardustCore.UIUtilities.MenuComponents
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}
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else
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{
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StardustCore.ModCore.ModMonitor.Log("HOVER???");
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b.DrawString(Game1.smallFont, this.hoverText, new Vector2((float)(this.bounds.X + this.bounds.Width), (float)this.bounds.Y + ((float)(this.bounds.Height / 2) - Game1.smallFont.MeasureString(this.label).Y / 2f)), this.textColor);
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//Game1.drawDialogueBox(Game1.getMousePosition().X, Game1.getMousePosition().Y, false, false, this.hoverText);
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//StardustCore.ModCore.ModMonitor.Log("HOVER???");
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b.DrawString(Game1.smallFont, this.hoverText, new Vector2((float)(this.bounds.X + this.bounds.Width), (float)this.bounds.Y + ((float)(this.bounds.Height) - Game1.smallFont.MeasureString(this.label).Y / 2f)), this.textColor,0f,Vector2.Zero,1f,SpriteEffects.None,layerDepth-0.5f);
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}
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}
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public new void draw(SpriteBatch b)
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{
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if (!this.visible)
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return;
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this.draw(b, Color.White, (float)(0.860000014305115 + (double)this.bounds.Y / 20000.0));
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}
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/// <summary>
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/// Swaps if the button is visible or not. Also toggles the animation manager appropriately.
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/// </summary>
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