remove unused files
This commit is contained in:
parent
57fd92e456
commit
1bd354723c
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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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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Save_Anywhere_V2.Save_Utilities
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{
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class Animal_Utilities
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{
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public static void save_animal_info()
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{
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Save_Anywhere_V2.Mod_Core.animal_path = Path.Combine(Save_Anywhere_V2.Mod_Core.player_path, "Animals");
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if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.animal_path))
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{
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Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.animal_path);
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}
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Save_Anywhere_V2.Save_Utilities.Animals.Horse_Utility.Save_Horse_Info();
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Save_Anywhere_V2.Save_Utilities.Animals.Pet_Utilities.save_pet_info();
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}
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public static void load_animal_info()
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{
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Save_Anywhere_V2.Mod_Core.animal_path = Path.Combine(Save_Anywhere_V2.Mod_Core.player_path, "Animals");
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if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.animal_path))
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{
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Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.animal_path);
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}
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Save_Anywhere_V2.Save_Utilities.Animals.Horse_Utility.Load_Horse_Info();
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Save_Anywhere_V2.Save_Utilities.Animals.Pet_Utilities.Load_pet_Info();
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}
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}
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}
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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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using System.Text;
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using System.Threading.Tasks;
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using StardewModdingAPI;
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using StardewValley;
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using System.IO;
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namespace Save_Anywhere_V2.Save_Utilities
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{
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class Config_Utilities
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{
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public static string key_binding = "K";
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public static bool warp_character;
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public static void DataLoader_Settings()
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{
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Anywhere_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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key_binding = "K";
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warp_character = true;
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}
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else
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{
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string[] readtext = File.ReadAllLines(mylocation3);
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key_binding = Convert.ToString(readtext[3]);
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}
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}
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public static void MyWritter_Settings()
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{
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//write all of my info to a text file.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Anywhere_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3))
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{
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Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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mystring3[0] = "Config: Save_Anywhere Info. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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{
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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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mystring3[0] = "Config: Save_Anywhere Info. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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}
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}
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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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using System.Text;
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using System.Threading.Tasks;
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using System.IO;
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using StardewModdingAPI;
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namespace Stardew_Omegasis_Utilities.Mod
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{
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class Error_Handling
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{
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public static void Log_Error(List<string> error_list, Exception ex)
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{
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if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.Error_Path))
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{
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Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.Error_Path);
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}
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string path = string.Format("{0}-{1}Error_Log-{2:yyyy-MM-dd_hh-mm-ss-tt}.txt", Save_Anywhere_V2.Mod_Core.Error_Path, Path.DirectorySeparatorChar, DateTime.Now);
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// This text is added only once to the file.
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if (!File.Exists(path))
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{
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// Create a file to write to.
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using (StreamWriter sw = File.CreateText(path))
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{
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foreach (var str in error_list)
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{
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sw.WriteLine(str);
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}
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Log.AsyncM("Save Anywhere V2: Error Occured. Please refer to the error log for more details.");
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sw.WriteLine(ex);
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Log.AsyncM(ex);
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}
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}
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}
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}
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}
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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.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Save_Anywhere_V2.Save_Utilities
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{
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public class GameUtilities
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{
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public static bool should_ship;
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public static void save_game()
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{
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/*
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if (Game1.player.currentLocation.name == "Sewer")
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{
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Log.Error("There is an issue saving in the Sewer. Blame the animals for not being saved to the player's save file.");
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Log.Error("Your data has not been saved. Sorry for the issue.");
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return;
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}
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*/
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//if a player has shipped an item, run this code.
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if (Enumerable.Count<Item>((IEnumerable<Item>)Game1.getFarm().shippingBin) > 0)
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{
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should_ship = true;
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// Game1.endOfNightMenus.Push((IClickableMenu)new ShippingMenu(Game1.getFarm().shippingBin));
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// Game1.showEndOfNightStuff(); //shows the nightly shipping menu.
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// Game1.getFarm().shippingBin.Clear(); //clears out the shipping bin to prevent exploits
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}
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Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function.
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Save_Anywhere_V2.Save_Utilities.Player_Utilities.save_player_info();
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Save_Anywhere_V2.Save_Utilities.Animal_Utilities.save_animal_info();
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Save_Anywhere_V2.Save_Utilities.NPC_Utilities.Save_NPC_Info();
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//grab the player's info
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// player_map_name = StardewValley.Game1.player.currentLocation.name;
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// player_tile_x = StardewValley.Game1.player.getTileX();
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// player_tile_Y = StardewValley.Game1.player.getTileY();
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// player_flop = false;
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// MyWritter_Player(); //write my info to a text file
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// MyWritter_Horse();
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// DataLoader_Settings(); //load settings. Prevents acidental overwrite.
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// MyWritter_Settings(); //save settings.
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//Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //refresh the player's location just incase. That will prove that they character's info was valid.
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//so this is essentially the basics of the code...
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// Log.Error("IS THIS BREAKING?");
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}
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public static void shipping_check()
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{
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if (Game1.activeClickableMenu != null) return;
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if (should_ship == true)
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{
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Game1.activeClickableMenu = new StardewValley.Menus.New_Shipping_Menu(Game1.getFarm().shippingBin);
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should_ship = false;
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Game1.getFarm().shippingBin.Clear();
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Game1.getFarm().lastItemShipped = null;
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}
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}
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}
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}
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using Microsoft.Xna.Framework;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Characters;
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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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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Save_Anywhere_V2.Save_Utilities.Animals
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{
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class Horse_Utility
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{
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public static void Save_Horse_Info()
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{
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Horse horse = Utility.findHorse();
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if (horse == null)
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{
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//Game1.getFarm().characters.Add((NPC)new Horse(this.player_tile_x + 1, this.player_tile_Y + 1));
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Log.Info("NEIGH: No horse exists");
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return;
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}
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// else
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// Game1.warpCharacter((NPC)horse, Game1.player.currentLocation.name, StardewValley.Game1.player.getTileLocationPoint(), false, true);
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.animal_path, "Horse_Save_Info_");
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string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3))
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{
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Log.Info("The horse save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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mystring3[0] = "Horse: Save_Anywhere Info. Editing this might break some things.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Horse Current Map Name";
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mystring3[3] = horse.currentLocation.name.ToString();
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mystring3[4] = "Horse X Position";
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mystring3[5] = horse.getTileX().ToString();
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mystring3[6] = "Horse Y Position";
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mystring3[7] = horse.getTileY().ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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{
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// Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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mystring3[0] = "Horse: Save_Anywhere Info. Editing this might break some things.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Horse Current Map Name";
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mystring3[3] = horse.currentLocation.name.ToString();
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mystring3[4] = "Horse X Position";
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mystring3[5] = horse.getTileX().ToString();
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mystring3[6] = "Horse Y Position";
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mystring3[7] = horse.getTileY().ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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public static void Load_Horse_Info()
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{
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Horse horse = Utility.findHorse();
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if (horse == null)
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{
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Log.Info("NEIGH: No horse exists");
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return;
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}
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// DataLoader_Settings();
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.animal_path, "Horse_Save_Info_");
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string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation2 + ".txt";
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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}
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else
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{
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string horse_map_name = "";
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int horse_x;
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int horse_y;
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Point horse_point;
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string[] readtext = File.ReadAllLines(mylocation3);
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horse_map_name = Convert.ToString(readtext[3]);
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horse_x = Convert.ToInt32(readtext[5]);
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horse_y = Convert.ToInt32(readtext[7]);
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horse_point.X = horse_x;
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horse_point.Y = horse_y;
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Game1.warpCharacter((NPC)horse, horse_map_name, horse_point, false, true);
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}
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}
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}
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}
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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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using System.Text;
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using System.Threading.Tasks;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Menus;
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using SerializerUtils;
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using StardewModdingAPI.Events;
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using System.Reflection;
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using System.Globalization;
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using System.IO;
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using StardewValley.Characters;
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using Newtonsoft.Json;
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namespace Save_Anywhere_V2
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{
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public class Mod_Core : StardewModdingAPI.Mod
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{
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public static string mod_path;
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public static string player_path;
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public static string animal_path;
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public static string npc_path;
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public static bool npc_warp;
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public static int checking_time;
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public static bool once;
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public static bool new_day;
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Dictionary<string, string> npc_key_value_pair;
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public static string Error_Path;
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string location_name;
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string npc_name;
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public override void Entry(params object[] objects)
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|
||||||
{
|
|
||||||
StardewModdingAPI.Events.ControlEvents.KeyPressed += KeyPressed_Save_Load_Menu;
|
|
||||||
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
|
|
||||||
StardewModdingAPI.Events.GameEvents.UpdateTick += Warp_Check;
|
|
||||||
StardewModdingAPI.Events.GameEvents.UpdateTick += ShippingCheck;
|
|
||||||
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += NPC_scheduel_update;
|
|
||||||
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
|
|
||||||
StardewModdingAPI.Events.TimeEvents.OnNewDay += TimeEvents_OnNewDay;
|
|
||||||
Command.RegisterCommand("include_types", "Includes types to serialize").CommandFired += Command_IncludeTypes;
|
|
||||||
mod_path = PathOnDisk;
|
|
||||||
Error_Path = Path.Combine(mod_path, "Error_Logs");
|
|
||||||
npc_key_value_pair = new Dictionary<string, string>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TimeEvents_OnNewDay(object sender, EventArgsNewDay e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
//Log.Info("Day of Month Changed");
|
|
||||||
new_day = true;
|
|
||||||
string name = Game1.player.name;
|
|
||||||
Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
|
|
||||||
if (Directory.Exists(player_path))
|
|
||||||
{
|
|
||||||
Directory.Delete(player_path, true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TimeEvents_DayOfMonthChanged(object sender, EventArgsIntChanged e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
//new_day = true;
|
|
||||||
// Log.Info("Day of Month Changed");
|
|
||||||
npc_key_value_pair.Clear();
|
|
||||||
foreach (var loc in Game1.locations)
|
|
||||||
{
|
|
||||||
location_name = loc.name;
|
|
||||||
foreach (var character in loc.characters)
|
|
||||||
{
|
|
||||||
npc_name = character.name;
|
|
||||||
npc_key_value_pair.Add(character.name, get_key_value(character));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void NPC_scheduel_update(object sender, EventArgs e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
//if (once == true) return;
|
|
||||||
//FieldInfo field = typeof(NPC).GetField("scheduleTimeToTry", BindingFlags.NonPublic | BindingFlags.Instance);
|
|
||||||
// MethodInfo dynMethod = typeof(NPC).GetMethod("prepareToDisembarkOnNewSchedulePath",BindingFlags.NonPublic | BindingFlags.Instance);
|
|
||||||
MethodInfo dynMethod2 = typeof(NPC).GetMethod("pathfindToNextScheduleLocation", BindingFlags.NonPublic | BindingFlags.Instance);
|
|
||||||
|
|
||||||
if (npc_warp == false) return;
|
|
||||||
if (new_day == true) return;
|
|
||||||
List<StardewValley.Characters.Child> child_list = new List<StardewValley.Characters.Child>();
|
|
||||||
child_list = StardewValley.Game1.player.getChildren();
|
|
||||||
foreach (var loc in Game1.locations)
|
|
||||||
{
|
|
||||||
location_name = loc.name;
|
|
||||||
foreach (var npc in loc.characters)
|
|
||||||
{
|
|
||||||
npc_name = npc.name;
|
|
||||||
if (npc.DirectionsToNewLocation != null) continue;
|
|
||||||
if (npc.isMoving() == true) continue;
|
|
||||||
if (npc.Schedule == null) continue;
|
|
||||||
foreach (var child_name in child_list)
|
|
||||||
{
|
|
||||||
if (npc.name == child_name.name) continue;
|
|
||||||
}
|
|
||||||
if (npc.name == Game1.player.getPetName()) continue;
|
|
||||||
Horse horse = StardewValley.Utility.findHorse();
|
|
||||||
if (horse == null) continue;
|
|
||||||
if (npc.name == horse.name) continue;
|
|
||||||
// Log.Info("THIS IS MY NPC" + npc.name);
|
|
||||||
// Log.AsyncC("NO SCHEDULE FOUND FOR " + npc.name);
|
|
||||||
|
|
||||||
|
|
||||||
// npc.checkSchedule(Game1.timeOfDay);
|
|
||||||
SchedulePathDescription schedulePathDescription;
|
|
||||||
|
|
||||||
//int myint = (int)field.GetValue(npc);
|
|
||||||
/*
|
|
||||||
npc.Schedule.TryGetValue(Game1.timeOfDay, out schedulePathDescription);
|
|
||||||
int i = 0;
|
|
||||||
int pseudo_time=0;
|
|
||||||
|
|
||||||
while (schedulePathDescription == null)
|
|
||||||
{
|
|
||||||
i += 10;
|
|
||||||
pseudo_time = Game1.timeOfDay - i;
|
|
||||||
if (pseudo_time <= 600) { break; }
|
|
||||||
npc.Schedule.TryGetValue(pseudo_time, out schedulePathDescription);
|
|
||||||
checking_time = pseudo_time;
|
|
||||||
}
|
|
||||||
// npc.directionsToNewLocation = schedulePathDescription;
|
|
||||||
// npc.prepareToDisembarkOnNewSchedulePath();
|
|
||||||
|
|
||||||
//field.SetValue(npc, 9999999);
|
|
||||||
|
|
||||||
npc.DirectionsToNewLocation = schedulePathDescription;
|
|
||||||
*/
|
|
||||||
//////////////////////////////////////////
|
|
||||||
// Log.Info("Does this break here 1");
|
|
||||||
Dictionary<string, string> dictionary;
|
|
||||||
string key_value = "";
|
|
||||||
try
|
|
||||||
{
|
|
||||||
dictionary = Game1.content.Load<Dictionary<string, string>>("Characters\\schedules\\" + npc.name);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
// dictionary = new Dictionary<string, string>();//(Dictionary<int, SchedulePathDescription>)null;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// Log.Info("Does this break here 2");
|
|
||||||
//////////////////////
|
|
||||||
string value;
|
|
||||||
string end_map;
|
|
||||||
int x;
|
|
||||||
int y;
|
|
||||||
int end_dir;
|
|
||||||
string behavior;
|
|
||||||
string message;
|
|
||||||
npc_key_value_pair.TryGetValue(npc.name, out key_value);
|
|
||||||
if (key_value == "" || key_value == null) continue;
|
|
||||||
dictionary.TryGetValue(key_value, out value);
|
|
||||||
// Log.Info("Does this break here 3");
|
|
||||||
string[] valueArray1 = value.Split('/');
|
|
||||||
int count1 = 0;
|
|
||||||
foreach (var josh in valueArray1)
|
|
||||||
{
|
|
||||||
string[] valueArray2 = valueArray1[count1].Split(' ');
|
|
||||||
|
|
||||||
if (Convert.ToInt32(valueArray2.ElementAt(0)) > Game1.timeOfDay) break;
|
|
||||||
end_map = Convert.ToString(valueArray2.ElementAt(1));
|
|
||||||
x = Convert.ToInt32(valueArray2.ElementAt(2));
|
|
||||||
y = Convert.ToInt32(valueArray2.ElementAt(3));
|
|
||||||
end_dir = Convert.ToInt32(valueArray2.ElementAt(4));
|
|
||||||
schedulePathDescription = (SchedulePathDescription)dynMethod2.Invoke(npc, new object[] { npc.currentLocation.name, npc.getTileX(), npc.getTileY(), end_map, x, y, end_dir, null, null });
|
|
||||||
count1++;
|
|
||||||
|
|
||||||
|
|
||||||
if (schedulePathDescription == null) continue;
|
|
||||||
// Log.Info("This works 2");
|
|
||||||
// Utility.getGameLocationOfCharacter(npc);
|
|
||||||
// Log.Info("This works 3");
|
|
||||||
|
|
||||||
npc.DirectionsToNewLocation = schedulePathDescription;
|
|
||||||
npc.controller = new PathFindController(npc.DirectionsToNewLocation.route, (Character)npc, Utility.getGameLocationOfCharacter(npc))
|
|
||||||
{
|
|
||||||
finalFacingDirection = npc.DirectionsToNewLocation.facingDirection,
|
|
||||||
endBehaviorFunction = null//npc.getRouteEndBehaviorFunction(npc.DirectionsToNewLocation.endOfRouteBehavior, npc.DirectionsToNewLocation.endOfRouteMessage)
|
|
||||||
};
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
once = true;
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private string get_key_value(NPC npc)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Dictionary<string, string> dictionary;
|
|
||||||
string key_value = "";
|
|
||||||
try
|
|
||||||
{
|
|
||||||
dictionary = Game1.content.Load<Dictionary<string, string>>("Characters\\schedules\\" + npc.name);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
dictionary = new Dictionary<string, string>();//(Dictionary<int, SchedulePathDescription>)null;
|
|
||||||
}
|
|
||||||
if (dictionary.ContainsKey(Game1.currentSeason + "_" + Convert.ToString(Game1.dayOfMonth)))
|
|
||||||
key_value = Game1.currentSeason + "_" + Convert.ToString(Game1.dayOfMonth);
|
|
||||||
for (int index = !Game1.player.friendships.ContainsKey(npc.name) ? -1 : Game1.player.friendships[npc.name][0] / 250; index > 0; --index)
|
|
||||||
{
|
|
||||||
if (dictionary.ContainsKey(Convert.ToString(Game1.dayOfMonth) + "_" + Convert.ToString(index)))
|
|
||||||
key_value = Convert.ToString(Game1.dayOfMonth) + "_" + Convert.ToString(index);
|
|
||||||
}
|
|
||||||
if (dictionary.ContainsKey(string.Empty + (object)Game1.dayOfMonth))
|
|
||||||
key_value = string.Empty + (object)Game1.dayOfMonth;
|
|
||||||
if (npc.name.Equals("Pam") && Game1.player.mailReceived.Contains("ccVault"))
|
|
||||||
key_value = "bus";
|
|
||||||
if (Game1.isRaining)
|
|
||||||
{
|
|
||||||
if (Game1.random.NextDouble() < 0.5 && dictionary.ContainsKey("rain2"))
|
|
||||||
key_value = "rain2";
|
|
||||||
if (dictionary.ContainsKey("rain"))
|
|
||||||
key_value = "rain";
|
|
||||||
}
|
|
||||||
List<string> list = new List<string>()
|
|
||||||
{
|
|
||||||
Game1.currentSeason,
|
|
||||||
Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)
|
|
||||||
};
|
|
||||||
int num1 = !Game1.player.friendships.ContainsKey(npc.name) ? -1 : Game1.player.friendships[npc.name][0] / 250;
|
|
||||||
while (num1 > 0)
|
|
||||||
{
|
|
||||||
list.Add(string.Empty + (object)num1);
|
|
||||||
if (dictionary.ContainsKey(string.Join("_", (IEnumerable<string>)list)))
|
|
||||||
key_value = string.Join("_", (IEnumerable<string>)list);
|
|
||||||
--num1;
|
|
||||||
list.RemoveAt(Enumerable.Count<string>((IEnumerable<string>)list) - 1);
|
|
||||||
}
|
|
||||||
if (dictionary.ContainsKey(string.Join("_", (IEnumerable<string>)list)))
|
|
||||||
key_value = string.Join("_", (IEnumerable<string>)list);
|
|
||||||
if (dictionary.ContainsKey(Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
|
|
||||||
key_value = Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
|
|
||||||
if (dictionary.ContainsKey(Game1.currentSeason))
|
|
||||||
key_value = Game1.currentSeason;
|
|
||||||
if (dictionary.ContainsKey("spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
|
|
||||||
key_value = "spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
|
|
||||||
list.RemoveAt(Enumerable.Count<string>((IEnumerable<string>)list) - 1);
|
|
||||||
list.Add("spring");
|
|
||||||
int num2 = !Game1.player.friendships.ContainsKey(npc.name) ? -1 : Game1.player.friendships[npc.name][0] / 250;
|
|
||||||
while (num2 > 0)
|
|
||||||
{
|
|
||||||
list.Add(string.Empty + (object)num2);
|
|
||||||
if (dictionary.ContainsKey(string.Join("_", (IEnumerable<string>)list)))
|
|
||||||
key_value = string.Join("_", (IEnumerable<string>)list);
|
|
||||||
--num2;
|
|
||||||
list.RemoveAt(Enumerable.Count<string>((IEnumerable<string>)list) - 1);
|
|
||||||
}
|
|
||||||
if (dictionary.ContainsKey("spring"))
|
|
||||||
key_value = "spring";
|
|
||||||
return key_value;
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void ShippingCheck(object sender, EventArgs e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (Game1.activeClickableMenu != null) return;
|
|
||||||
Save_Anywhere_V2.Save_Utilities.GameUtilities.shipping_check();
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Warp_Check(object sender, EventArgs e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
string name = StardewValley.Game1.player.name;
|
|
||||||
Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
|
|
||||||
if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.player_path))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (Save_Anywhere_V2.Save_Utilities.Player_Utilities.has_player_warped_yet == false && Game1.player.isMoving() == true)
|
|
||||||
{
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Player_Utilities.warp_player();
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Animal_Utilities.load_animal_info();
|
|
||||||
Save_Anywhere_V2.Save_Utilities.NPC_Utilities.Load_NPC_Info();
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Player_Utilities.has_player_warped_yet = true;
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PlayerEvents_LoadedGame(object sender, EventArgsLoadedGameChanged e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Player_Utilities.load_player_info();
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Config_Utilities.DataLoader_Settings();
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Config_Utilities.MyWritter_Settings();
|
|
||||||
//
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void Command_IncludeTypes(object sender, EventArgsCommand e)
|
|
||||||
{
|
|
||||||
SerializerUtility.AddType(typeof(StardewValley.Characters.Junimo)); //Adds a type to SaveGame.serializer
|
|
||||||
// SerializerUtility.AddFarmerType(typeof(/*Class2NameHere*/)); //Adds a type to SaveGame.farmerSerializer
|
|
||||||
}
|
|
||||||
|
|
||||||
public void KeyPressed_Save_Load_Menu(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (e.KeyPressed.ToString() == Save_Anywhere_V2.Save_Utilities.Config_Utilities.key_binding) //if the key is pressed, load my cusom save function
|
|
||||||
{
|
|
||||||
if (Game1.activeClickableMenu != null) return;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Save_Anywhere_V2.Save_Utilities.GameUtilities.save_game();
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
|
||||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
|
||||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
|
||||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
|
||||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
|
||||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
|
||||||
{
|
|
||||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
|
||||||
{
|
|
||||||
serializer.Serialize(writer2, this, typeof(Save_Anywhere_V2.Mod_Core));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception exc)
|
|
||||||
{
|
|
||||||
Log.Info(exc);
|
|
||||||
}
|
|
||||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,203 +0,0 @@
|
||||||
using Microsoft.Xna.Framework;
|
|
||||||
using StardewModdingAPI;
|
|
||||||
using StardewValley;
|
|
||||||
using StardewValley.Buildings;
|
|
||||||
using StardewValley.Locations;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace Save_Anywhere_V2.Save_Utilities
|
|
||||||
{
|
|
||||||
class NPC_Utilities
|
|
||||||
{
|
|
||||||
public static string npc_name;
|
|
||||||
public static int npc_tile_x;
|
|
||||||
public static int npc_tile_y;
|
|
||||||
public static string npc_current_map_name;
|
|
||||||
public static System.Collections.Generic.List<List<string>> routesFromLocationToLocation = new List<List<string>>();
|
|
||||||
public static Microsoft.Xna.Framework.Point npc_point;
|
|
||||||
|
|
||||||
public static void Save_NPC_Info()
|
|
||||||
{
|
|
||||||
Save_Anywhere_V2.Mod_Core.npc_path = Path.Combine(Save_Anywhere_V2.Mod_Core.player_path, "NPC_Save_Info");
|
|
||||||
if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.npc_path))
|
|
||||||
{
|
|
||||||
Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.npc_path);
|
|
||||||
}
|
|
||||||
foreach (var location in Game1.locations)
|
|
||||||
{
|
|
||||||
foreach (var npc in location.characters)
|
|
||||||
{
|
|
||||||
if (npc.IsMonster == true) continue;
|
|
||||||
if (npc is StardewValley.Monsters.Bat || npc is StardewValley.Monsters.BigSlime || npc is StardewValley.Monsters.Bug || npc is StardewValley.Monsters.Cat || npc is StardewValley.Monsters.Crow || npc is StardewValley.Monsters.Duggy || npc is StardewValley.Monsters.DustSpirit || npc is StardewValley.Monsters.Fireball || npc is StardewValley.Monsters.Fly || npc is StardewValley.Monsters.Ghost || npc is StardewValley.Monsters.GoblinPeasant || npc is StardewValley.Monsters.GoblinWizard || npc is StardewValley.Monsters.GreenSlime || npc is StardewValley.Monsters.Grub || npc is StardewValley.Monsters.LavaCrab || npc is StardewValley.Monsters.MetalHead || npc is StardewValley.Monsters.Monster || npc is StardewValley.Monsters.Mummy || npc is StardewValley.Monsters.RockCrab || npc is StardewValley.Monsters.RockGolem || npc is StardewValley.Monsters.Serpent || npc is StardewValley.Monsters.ShadowBrute || npc is StardewValley.Monsters.ShadowGirl || npc is StardewValley.Monsters.ShadowGuy || npc is StardewValley.Monsters.ShadowShaman || npc is StardewValley.Monsters.Skeleton || npc is StardewValley.Monsters.SkeletonMage || npc is StardewValley.Monsters.SkeletonWarrior || npc is StardewValley.Monsters.Spiker || npc is StardewValley.Monsters.SquidKid) continue;
|
|
||||||
npc_name = npc.name;
|
|
||||||
npc_current_map_name = location.name;
|
|
||||||
npc_tile_x = npc.getTileX();
|
|
||||||
npc_tile_y = npc.getTileY();
|
|
||||||
string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.npc_path, npc.name);
|
|
||||||
string mylocation2 = mylocation;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
string[] mystring3 = new string[20];
|
|
||||||
if (!File.Exists(mylocation3))
|
|
||||||
{
|
|
||||||
|
|
||||||
Log.Info("Save Anywhere: The NPC save info for " + npc_name + " doesn't exist. It will be created when the custom saving method is run. Which is now.");
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
|
|
||||||
mystring3[0] = "NPC: Save_Anywhere Info. Editing this might break some things.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "NPC Name";
|
|
||||||
mystring3[3] = npc_name.ToString();
|
|
||||||
|
|
||||||
mystring3[4] = "NPC Current Map Name";
|
|
||||||
mystring3[5] = npc_current_map_name.ToString();
|
|
||||||
|
|
||||||
mystring3[6] = "NPC X Position";
|
|
||||||
mystring3[7] = npc_tile_x.ToString();
|
|
||||||
|
|
||||||
mystring3[8] = "NPC Y Position";
|
|
||||||
mystring3[9] = npc_tile_y.ToString();
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
mystring3[0] = "NPC: Save_Anywhere Info. Editing this might break some things.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "NPC Current Map Name";
|
|
||||||
mystring3[3] = npc_name.ToString();
|
|
||||||
|
|
||||||
mystring3[4] = "NPC Current Map Name";
|
|
||||||
mystring3[5] = npc_current_map_name.ToString();
|
|
||||||
|
|
||||||
mystring3[6] = "NPC X Position";
|
|
||||||
mystring3[7] = npc_tile_x.ToString();
|
|
||||||
|
|
||||||
mystring3[8] = "NPC Y Position";
|
|
||||||
mystring3[9] = npc_tile_y.ToString();
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void Load_NPC_Info()
|
|
||||||
{
|
|
||||||
List<NPC> npc_list = new List<NPC>();
|
|
||||||
foreach (var location in Game1.locations)
|
|
||||||
{
|
|
||||||
foreach (var npc in location.characters)
|
|
||||||
{
|
|
||||||
if (npc.IsMonster == true) continue;
|
|
||||||
if (npc is StardewValley.Monsters.Bat || npc is StardewValley.Monsters.BigSlime || npc is StardewValley.Monsters.Bug || npc is StardewValley.Monsters.Cat || npc is StardewValley.Monsters.Crow || npc is StardewValley.Monsters.Duggy || npc is StardewValley.Monsters.DustSpirit || npc is StardewValley.Monsters.Fireball || npc is StardewValley.Monsters.Fly || npc is StardewValley.Monsters.Ghost || npc is StardewValley.Monsters.GoblinPeasant || npc is StardewValley.Monsters.GoblinWizard || npc is StardewValley.Monsters.GreenSlime || npc is StardewValley.Monsters.Grub || npc is StardewValley.Monsters.LavaCrab || npc is StardewValley.Monsters.MetalHead || npc is StardewValley.Monsters.Monster || npc is StardewValley.Monsters.Mummy || npc is StardewValley.Monsters.RockCrab || npc is StardewValley.Monsters.RockGolem || npc is StardewValley.Monsters.Serpent || npc is StardewValley.Monsters.ShadowBrute || npc is StardewValley.Monsters.ShadowGirl || npc is StardewValley.Monsters.ShadowGuy || npc is StardewValley.Monsters.ShadowShaman || npc is StardewValley.Monsters.Skeleton || npc is StardewValley.Monsters.SkeletonMage || npc is StardewValley.Monsters.SkeletonWarrior || npc is StardewValley.Monsters.Spiker || npc is StardewValley.Monsters.SquidKid) continue;
|
|
||||||
if (npc is StardewValley.NPC || npc is StardewValley.Characters.Cat || npc is StardewValley.Characters.Dog) npc_list.Add(npc);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
foreach(var npc in npc_list) {
|
|
||||||
if (npc.IsMonster == true) continue;
|
|
||||||
if (npc is StardewValley.Monsters.Bat || npc is StardewValley.Monsters.BigSlime || npc is StardewValley.Monsters.Bug || npc is StardewValley.Monsters.Cat || npc is StardewValley.Monsters.Crow || npc is StardewValley.Monsters.Duggy || npc is StardewValley.Monsters.DustSpirit || npc is StardewValley.Monsters.Fireball || npc is StardewValley.Monsters.Fly || npc is StardewValley.Monsters.Ghost || npc is StardewValley.Monsters.GoblinPeasant || npc is StardewValley.Monsters.GoblinWizard || npc is StardewValley.Monsters.GreenSlime || npc is StardewValley.Monsters.Grub || npc is StardewValley.Monsters.LavaCrab || npc is StardewValley.Monsters.MetalHead || npc is StardewValley.Monsters.Monster || npc is StardewValley.Monsters.Mummy || npc is StardewValley.Monsters.RockCrab || npc is StardewValley.Monsters.RockGolem || npc is StardewValley.Monsters.Serpent || npc is StardewValley.Monsters.ShadowBrute || npc is StardewValley.Monsters.ShadowGirl || npc is StardewValley.Monsters.ShadowGuy || npc is StardewValley.Monsters.ShadowShaman || npc is StardewValley.Monsters.Skeleton || npc is StardewValley.Monsters.SkeletonMage || npc is StardewValley.Monsters.SkeletonWarrior || npc is StardewValley.Monsters.Spiker || npc is StardewValley.Monsters.SquidKid) continue;
|
|
||||||
|
|
||||||
|
|
||||||
Save_Anywhere_V2.Mod_Core.npc_path = Path.Combine(Save_Anywhere_V2.Mod_Core.player_path, "NPC_Save_Info");
|
|
||||||
if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.npc_path))
|
|
||||||
{
|
|
||||||
Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.npc_path);
|
|
||||||
}
|
|
||||||
string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.npc_path, npc.name);
|
|
||||||
string mylocation2 = mylocation;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
string[] mystring3 = new string[20];
|
|
||||||
if (!File.Exists(mylocation3))
|
|
||||||
{
|
|
||||||
Log.Info("Missing character file?!?");
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
string[] readtext = File.ReadAllLines(mylocation3);
|
|
||||||
npc_name = Convert.ToString(readtext[3]);
|
|
||||||
npc_current_map_name = Convert.ToString(readtext[5]);
|
|
||||||
npc_tile_x = Convert.ToInt32(readtext[7]);
|
|
||||||
npc_tile_y = Convert.ToInt32(readtext[9]);
|
|
||||||
npc_point = new Microsoft.Xna.Framework.Point();
|
|
||||||
npc_point.X = npc_tile_x;
|
|
||||||
npc_point.Y = npc_tile_y;
|
|
||||||
if (npc_current_map_name == "" || npc_current_map_name == null) continue;
|
|
||||||
Log.Info("Warped NPC" +npc_name);
|
|
||||||
Game1.warpCharacter((StardewValley.NPC)npc, npc_current_map_name, npc_point, false, true);
|
|
||||||
|
|
||||||
// npc.updateMovement(Game1.getLocationFromName(npc_current_map_name), Game1.currentGameTime);
|
|
||||||
//npc.moveCharacterOnSchedulePath();
|
|
||||||
// npc.dayUpdate(Game1.dayOfMonth);
|
|
||||||
//npc_update(npc, Game1.dayOfMonth);
|
|
||||||
|
|
||||||
// npc.DirectionsToNewLocation = pathfindToNextScheduleLocation(npc, npc.currentLocation.name, npc.getTileX(), npc.getTileY(), npc.currentLocation.name, 52, 99, 3, "", "");
|
|
||||||
// npc.updateMovement(npc.currentLocation,Game1.currentGameTime);
|
|
||||||
//npc.Schedule = npc.getSchedule(Game1.dayOfMonth);
|
|
||||||
//npc.moveCharacterOnSchedulePath();
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Save_Anywhere_V2.Mod_Core.npc_warp = true;
|
|
||||||
}
|
|
||||||
private static Stack<Point> addToStackForSchedule(Stack<Point> original, Stack<Point> toAdd)
|
|
||||||
{
|
|
||||||
if (toAdd == null)
|
|
||||||
return original;
|
|
||||||
original = new Stack<Point>((IEnumerable<Point>)original);
|
|
||||||
while (original.Count > 0)
|
|
||||||
toAdd.Push(original.Pop());
|
|
||||||
return toAdd;
|
|
||||||
}
|
|
||||||
private static List<string> getLocationRoute(NPC npc, string startingLocation, string endingLocation)
|
|
||||||
{
|
|
||||||
foreach (List<string> list in routesFromLocationToLocation)
|
|
||||||
{
|
|
||||||
if (Enumerable.First<string>((IEnumerable<string>)list).Equals(startingLocation) && Enumerable.Last<string>((IEnumerable<string>)list).Equals(endingLocation) && (npc.gender == 0 || !list.Contains("BathHouse_MensLocker")) && (npc.gender != 0 || !list.Contains("BathHouse_WomensLocker")))
|
|
||||||
return list;
|
|
||||||
}
|
|
||||||
return (List<string>)null;
|
|
||||||
}
|
|
||||||
private static SchedulePathDescription pathfindToNextScheduleLocation(NPC npc,string startingLocation, int startingX, int startingY, string endingLocation, int endingX, int endingY, int finalFacingDirection, string endBehavior, string endMessage)
|
|
||||||
{
|
|
||||||
Stack<Point> stack = new Stack<Point>();
|
|
||||||
Point startPoint = new Point(startingX, startingY);
|
|
||||||
List<string> list = startingLocation.Equals(endingLocation) ? (List<string>)null : getLocationRoute(npc,startingLocation, endingLocation);
|
|
||||||
if (list != null)
|
|
||||||
{
|
|
||||||
for (int index = 0; index < Enumerable.Count<string>((IEnumerable<string>)list); ++index)
|
|
||||||
{
|
|
||||||
GameLocation locationFromName = Game1.getLocationFromName(list[index]);
|
|
||||||
if (index < Enumerable.Count<string>((IEnumerable<string>)list) - 1)
|
|
||||||
{
|
|
||||||
Point warpPointTo = locationFromName.getWarpPointTo(list[index + 1]);
|
|
||||||
if (warpPointTo.Equals(Point.Zero) || startPoint.Equals(Point.Zero))
|
|
||||||
throw new Exception("schedule pathing tried to find a warp point that doesn't exist.");
|
|
||||||
stack = addToStackForSchedule(stack, PathFindController.findPathForNPCSchedules(startPoint, warpPointTo, locationFromName, 30000));
|
|
||||||
startPoint = locationFromName.getWarpPointTarget(warpPointTo);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
stack = addToStackForSchedule(stack, PathFindController.findPathForNPCSchedules(startPoint, new Point(endingX, endingY), locationFromName, 30000));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (startingLocation.Equals(endingLocation))
|
|
||||||
stack = PathFindController.findPathForNPCSchedules(startPoint, new Point(endingX, endingY), Game1.getLocationFromName(startingLocation), 30000);
|
|
||||||
return new SchedulePathDescription(stack, finalFacingDirection, endBehavior, endMessage);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,642 +0,0 @@
|
||||||
// Decompiled with JetBrains decompiler
|
|
||||||
// Type: StardewValley.Menus.ShippingMenu
|
|
||||||
// Assembly: StardewValley, Version=1.0.6054.4284, Culture=neutral, PublicKeyToken=null
|
|
||||||
// MVID: 5E41EDE0-CE7E-41F9-BCB3-07C910BA6113
|
|
||||||
// Assembly location: C:\Users\owner\Downloads\steam_cmd\ehh\StardewValley.exe
|
|
||||||
|
|
||||||
using Microsoft.Xna.Framework;
|
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
|
||||||
using Microsoft.Xna.Framework.Input;
|
|
||||||
using StardewValley;
|
|
||||||
using StardewValley.BellsAndWhistles;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
namespace StardewValley.Menus
|
|
||||||
{
|
|
||||||
public class New_Shipping_Menu : IClickableMenu
|
|
||||||
{
|
|
||||||
public int currentPage = -1;
|
|
||||||
public int currentTab = 0;
|
|
||||||
private List<ClickableTextureComponent> categories = new List<ClickableTextureComponent>();
|
|
||||||
private List<int> categoryTotals = new List<int>();
|
|
||||||
private List<MoneyDial> categoryDials = new List<MoneyDial>();
|
|
||||||
private List<List<Item>> categoryItems = new List<List<Item>>();
|
|
||||||
private int introTimer = 3500;
|
|
||||||
public List<TemporaryAnimatedSprite> animations = new List<TemporaryAnimatedSprite>();
|
|
||||||
public const int farming_category = 0;
|
|
||||||
public const int foraging_category = 1;
|
|
||||||
public const int fishing_category = 2;
|
|
||||||
public const int mining_category = 3;
|
|
||||||
public const int other_category = 4;
|
|
||||||
public const int total_category = 5;
|
|
||||||
public const int timePerIntroCategory = 500;
|
|
||||||
public const int outroFadeTime = 800;
|
|
||||||
public const int smokeRate = 100;
|
|
||||||
public const int categorylabelHeight = 25;
|
|
||||||
public const int itemsPerCategoryPage = 9;
|
|
||||||
private ClickableTextureComponent okButton;
|
|
||||||
private ClickableTextureComponent forwardButton;
|
|
||||||
private ClickableTextureComponent backButton;
|
|
||||||
private int categoryLabelsWidth;
|
|
||||||
private int plusButtonWidth;
|
|
||||||
private int itemSlotWidth;
|
|
||||||
private int itemAndPlusButtonWidth;
|
|
||||||
private int totalWidth;
|
|
||||||
private int centerX;
|
|
||||||
private int centerY;
|
|
||||||
private int outroFadeTimer;
|
|
||||||
private int outroPauseBeforeDateChange;
|
|
||||||
private int finalOutroTimer;
|
|
||||||
private int smokeTimer;
|
|
||||||
private int dayPlaqueY;
|
|
||||||
private float weatherX;
|
|
||||||
private bool outro;
|
|
||||||
private bool newDayPlaque;
|
|
||||||
private bool savedYet;
|
|
||||||
private SaveGameMenu saveGameMenu;
|
|
||||||
|
|
||||||
public New_Shipping_Menu(List<Item> items)
|
|
||||||
: base(Game1.viewport.Width / 2 - 640, Game1.viewport.Height / 2 - 360, 1280, 720, false)
|
|
||||||
{
|
|
||||||
this.parseItems(items);
|
|
||||||
if (!Game1.wasRainingYesterday)
|
|
||||||
Game1.changeMusicTrack(!Game1.currentSeason.Equals("summer") ? "none" : "nightTime");
|
|
||||||
this.categoryLabelsWidth = Game1.tileSize * 7;
|
|
||||||
this.plusButtonWidth = 10 * Game1.pixelZoom;
|
|
||||||
this.itemSlotWidth = 24 * Game1.pixelZoom;
|
|
||||||
this.itemAndPlusButtonWidth = this.plusButtonWidth + this.itemSlotWidth + 2 * Game1.pixelZoom;
|
|
||||||
this.totalWidth = this.categoryLabelsWidth + this.itemAndPlusButtonWidth;
|
|
||||||
this.centerX = Game1.viewport.Width / 2;
|
|
||||||
this.centerY = Game1.viewport.Height / 2;
|
|
||||||
for (int index = 0; index < 6; ++index)
|
|
||||||
{
|
|
||||||
List<ClickableTextureComponent> list = this.categories;
|
|
||||||
ClickableTextureComponent textureComponent1 = new ClickableTextureComponent(new Rectangle(this.centerX + this.totalWidth / 2 - this.plusButtonWidth, this.centerY - 25 * Game1.pixelZoom * 3 + index * 27 * Game1.pixelZoom, this.plusButtonWidth, 11 * Game1.pixelZoom), "", this.getCategoryName(index), Game1.mouseCursors, new Rectangle(392, 361, 10, 11), (float)Game1.pixelZoom, false);
|
|
||||||
textureComponent1.visible = index < 5 && Enumerable.Count<Item>((IEnumerable<Item>)this.categoryItems[index]) > 0;
|
|
||||||
ClickableTextureComponent textureComponent2 = textureComponent1;
|
|
||||||
list.Add(textureComponent2);
|
|
||||||
}
|
|
||||||
this.dayPlaqueY = this.categories[0].bounds.Y - Game1.tileSize * 2;
|
|
||||||
this.okButton = new ClickableTextureComponent( new Rectangle(this.centerX + this.totalWidth / 2 - this.itemAndPlusButtonWidth + Game1.tileSize / 2, this.centerY + 25 * Game1.pixelZoom * 3 - Game1.tileSize, Game1.tileSize, Game1.tileSize), (string)null, "Done", Game1.mouseCursors, new Rectangle(128, 256, 64, 64), 1f, false);
|
|
||||||
this.backButton = new ClickableTextureComponent( new Rectangle(this.xPositionOnScreen + Game1.tileSize / 2, this.yPositionOnScreen + this.height - 16 * Game1.pixelZoom, 12 * Game1.pixelZoom, 11 * Game1.pixelZoom), (string)null, "", Game1.mouseCursors, new Rectangle(352, 495, 12, 11), (float)Game1.pixelZoom, false);
|
|
||||||
this.forwardButton = new ClickableTextureComponent( new Rectangle(this.xPositionOnScreen + this.width - Game1.tileSize / 2 - 12 * Game1.pixelZoom, this.yPositionOnScreen + this.height - 16 * Game1.pixelZoom, 12 * Game1.pixelZoom, 11 * Game1.pixelZoom), (string)null, "", Game1.mouseCursors, new Rectangle(365, 495, 12, 11), (float)Game1.pixelZoom, false);
|
|
||||||
if (Game1.dayOfMonth == 25 && Game1.currentSeason.Equals("winter"))
|
|
||||||
{
|
|
||||||
Vector2 position = new Vector2((float)Game1.viewport.Width, (float)Game1.random.Next(0, 200));
|
|
||||||
Rectangle sourceRect = new Rectangle(640, 800, 32, 16);
|
|
||||||
int numberOfLoops = 1000;
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, sourceRect, 80f, 2, numberOfLoops, position, false, false, 0.01f, 0.0f, Color.White, 4f, 0.0f, 0.0f, 0.0f, true)
|
|
||||||
{
|
|
||||||
motion = new Vector2(-4f, 0.0f),
|
|
||||||
delayBeforeAnimationStart = 3000
|
|
||||||
});
|
|
||||||
}
|
|
||||||
Game1.stats.checkForShippingAchievements();
|
|
||||||
if (Game1.player.achievements.Contains(34) || !Utility.hasFarmerShippedAllItems())
|
|
||||||
return;
|
|
||||||
Game1.getAchievement(34);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void parseItems(List<Item> items)
|
|
||||||
{
|
|
||||||
Utility.consolidateStacks(items);
|
|
||||||
for (int index = 0; index < 6; ++index)
|
|
||||||
{
|
|
||||||
this.categoryItems.Add(new List<Item>());
|
|
||||||
this.categoryTotals.Add(0);
|
|
||||||
this.categoryDials.Add(new MoneyDial(7, index == 5));
|
|
||||||
}
|
|
||||||
foreach (Item obj in items)
|
|
||||||
{
|
|
||||||
if (obj is StardewValley.Object)
|
|
||||||
{
|
|
||||||
StardewValley.Object o = obj as StardewValley.Object;
|
|
||||||
int categoryIndexForObject = this.getCategoryIndexForObject(o);
|
|
||||||
this.categoryItems[categoryIndexForObject].Add((Item)o);
|
|
||||||
List<int> list;
|
|
||||||
int index;
|
|
||||||
(list = this.categoryTotals)[index = categoryIndexForObject] = list[index] + o.sellToStorePrice() * o.Stack;
|
|
||||||
Game1.stats.itemsShipped += (uint)o.Stack;
|
|
||||||
if (o.countsForShippedCollection())
|
|
||||||
Game1.player.shippedBasic(o.parentSheetIndex, o.stack);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (int index = 0; index < 5; ++index)
|
|
||||||
{
|
|
||||||
List<int> list;
|
|
||||||
(list = this.categoryTotals)[5] = list[5] + this.categoryTotals[index];
|
|
||||||
this.categoryItems[5].AddRange((IEnumerable<Item>)this.categoryItems[index]);
|
|
||||||
this.categoryDials[index].currentValue = this.categoryTotals[index];
|
|
||||||
this.categoryDials[index].previousTargetValue = this.categoryDials[index].currentValue;
|
|
||||||
}
|
|
||||||
this.categoryDials[5].currentValue = this.categoryTotals[5];
|
|
||||||
Game1.player.Money += this.categoryTotals[5];
|
|
||||||
}
|
|
||||||
|
|
||||||
public int getCategoryIndexForObject(StardewValley.Object o)
|
|
||||||
{
|
|
||||||
switch (o.parentSheetIndex)
|
|
||||||
{
|
|
||||||
case 296:
|
|
||||||
case 396:
|
|
||||||
case 402:
|
|
||||||
case 406:
|
|
||||||
case 410:
|
|
||||||
case 414:
|
|
||||||
case 418:
|
|
||||||
return 1;
|
|
||||||
default:
|
|
||||||
int num = o.category;
|
|
||||||
switch (num + 81)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
label_8:
|
|
||||||
return 1;
|
|
||||||
case 1:
|
|
||||||
case 2:
|
|
||||||
case 6:
|
|
||||||
label_6:
|
|
||||||
return 0;
|
|
||||||
default:
|
|
||||||
switch (num + 27)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
case 4:
|
|
||||||
goto label_8;
|
|
||||||
case 1:
|
|
||||||
goto label_6;
|
|
||||||
case 7:
|
|
||||||
label_7:
|
|
||||||
return 2;
|
|
||||||
default:
|
|
||||||
switch (num + 6)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
case 1:
|
|
||||||
goto label_6;
|
|
||||||
case 2:
|
|
||||||
goto label_7;
|
|
||||||
case 4:
|
|
||||||
label_9:
|
|
||||||
return 3;
|
|
||||||
default:
|
|
||||||
switch (num + 15)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
case 3:
|
|
||||||
goto label_9;
|
|
||||||
case 1:
|
|
||||||
goto label_6;
|
|
||||||
default:
|
|
||||||
return 4;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public string getCategoryName(int index)
|
|
||||||
{
|
|
||||||
switch (index)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
return "Farming";
|
|
||||||
case 1:
|
|
||||||
return "Foraging";
|
|
||||||
case 2:
|
|
||||||
return "Fishing";
|
|
||||||
case 3:
|
|
||||||
return "Mining";
|
|
||||||
case 4:
|
|
||||||
return "Other";
|
|
||||||
case 5:
|
|
||||||
return "Total";
|
|
||||||
default:
|
|
||||||
return "";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void update(GameTime time)
|
|
||||||
{
|
|
||||||
base.update(time);
|
|
||||||
if (this.saveGameMenu != null)
|
|
||||||
{
|
|
||||||
this.saveGameMenu.update(time);
|
|
||||||
if (this.saveGameMenu.quit)
|
|
||||||
{
|
|
||||||
this.saveGameMenu = (SaveGameMenu)null;
|
|
||||||
this.savedYet = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
this.weatherX += (float)time.ElapsedGameTime.Milliseconds * 0.03f;
|
|
||||||
for (int index = Enumerable.Count<TemporaryAnimatedSprite>((IEnumerable<TemporaryAnimatedSprite>)this.animations) - 1; index >= 0; --index)
|
|
||||||
{
|
|
||||||
if (this.animations[index].update(time))
|
|
||||||
this.animations.RemoveAt(index);
|
|
||||||
}
|
|
||||||
if (this.outro)
|
|
||||||
{
|
|
||||||
if (this.outroFadeTimer > 0)
|
|
||||||
this.outroFadeTimer -= time.ElapsedGameTime.Milliseconds;
|
|
||||||
else if (this.outroFadeTimer <= 0 && this.dayPlaqueY < this.centerY - Game1.tileSize)
|
|
||||||
{
|
|
||||||
if (Enumerable.Count<TemporaryAnimatedSprite>((IEnumerable<TemporaryAnimatedSprite>)this.animations) > 0)
|
|
||||||
this.animations.Clear();
|
|
||||||
this.dayPlaqueY += (int)Math.Ceiling((double)time.ElapsedGameTime.Milliseconds * 0.349999994039536);
|
|
||||||
if (this.dayPlaqueY >= this.centerY - Game1.tileSize)
|
|
||||||
this.outroPauseBeforeDateChange = 700;
|
|
||||||
}
|
|
||||||
else if (this.outroPauseBeforeDateChange > 0)
|
|
||||||
{
|
|
||||||
this.outroPauseBeforeDateChange -= time.ElapsedGameTime.Milliseconds;
|
|
||||||
if (this.outroPauseBeforeDateChange <= 0)
|
|
||||||
{
|
|
||||||
this.newDayPlaque = true;
|
|
||||||
Game1.playSound("newRecipe");
|
|
||||||
if (!Game1.currentSeason.Equals("winter"))
|
|
||||||
DelayedAction.playSoundAfterDelay(!Game1.isRaining ? "rooster" : "rainsound", 1500);
|
|
||||||
this.finalOutroTimer = 2000;
|
|
||||||
this.animations.Clear();
|
|
||||||
if (!this.savedYet)
|
|
||||||
{
|
|
||||||
if (this.saveGameMenu != null)
|
|
||||||
return;
|
|
||||||
this.saveGameMenu = new SaveGameMenu();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (this.finalOutroTimer > 0 && this.savedYet)
|
|
||||||
{
|
|
||||||
this.finalOutroTimer -= time.ElapsedGameTime.Milliseconds;
|
|
||||||
if (this.finalOutroTimer <= 0)
|
|
||||||
this.exitThisMenu(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (this.introTimer >= 0)
|
|
||||||
{
|
|
||||||
int num = this.introTimer;
|
|
||||||
this.introTimer -= time.ElapsedGameTime.Milliseconds * (Game1.oldMouseState.LeftButton != ButtonState.Pressed ? 1 : 3);
|
|
||||||
if (num % 500 < this.introTimer % 500 && this.introTimer <= 3000)
|
|
||||||
{
|
|
||||||
int which = 4 - this.introTimer / 500;
|
|
||||||
if (which < 6 && which > -1)
|
|
||||||
{
|
|
||||||
if (Enumerable.Count<Item>((IEnumerable<Item>)this.categoryItems[which]) > 0)
|
|
||||||
{
|
|
||||||
Game1.playSound(this.getCategorySound(which));
|
|
||||||
this.categoryDials[which].currentValue = 0;
|
|
||||||
this.categoryDials[which].previousTargetValue = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
Game1.playSound("stoneStep");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (this.introTimer >= 0)
|
|
||||||
return;
|
|
||||||
Game1.playSound("money");
|
|
||||||
this.categoryDials[5].currentValue = 0;
|
|
||||||
this.categoryDials[5].previousTargetValue = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (Game1.dayOfMonth == 28 || this.outro)
|
|
||||||
return;
|
|
||||||
if (!Game1.wasRainingYesterday)
|
|
||||||
{
|
|
||||||
Vector2 position = new Vector2((float)Game1.viewport.Width, (float)Game1.random.Next(200));
|
|
||||||
Rectangle sourceRect = new Rectangle(640, 752, 16, 16);
|
|
||||||
int num = Game1.random.Next(1, 4);
|
|
||||||
if (Game1.random.NextDouble() < 0.001)
|
|
||||||
{
|
|
||||||
bool flipped = Game1.random.NextDouble() < 0.5;
|
|
||||||
if (Game1.random.NextDouble() < 0.5)
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, new Rectangle(640, 826, 16, 8), 40f, 4, 0, new Vector2((float)Game1.random.Next(this.centerX * 2), (float)Game1.random.Next(this.centerY)), false, flipped)
|
|
||||||
{
|
|
||||||
rotation = 3.141593f,
|
|
||||||
scale = (float)Game1.pixelZoom,
|
|
||||||
motion = new Vector2(!flipped ? 8f : -8f, 8f),
|
|
||||||
local = true
|
|
||||||
});
|
|
||||||
else
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, new Rectangle(258, 1680, 16, 16), 40f, 4, 0, new Vector2((float)Game1.random.Next(this.centerX * 2), (float)Game1.random.Next(this.centerY)), false, flipped)
|
|
||||||
{
|
|
||||||
scale = (float)Game1.pixelZoom,
|
|
||||||
motion = new Vector2(!flipped ? 8f : -8f, 8f),
|
|
||||||
local = true
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else if (Game1.random.NextDouble() < 0.0002)
|
|
||||||
{
|
|
||||||
position = new Vector2((float)Game1.viewport.Width, (float)Game1.random.Next(4, Game1.tileSize * 4));
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.staminaRect, new Rectangle(0, 0, 1, 1), 9999f, 1, 10000, position, false, false, 0.01f, 0.0f, Color.White * (0.25f + (float)Game1.random.NextDouble()), 4f, 0.0f, 0.0f, 0.0f, true)
|
|
||||||
{
|
|
||||||
motion = new Vector2(-0.25f, 0.0f)
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else if (Game1.random.NextDouble() < 5E-05)
|
|
||||||
{
|
|
||||||
position = new Vector2((float)Game1.viewport.Width, (float)(Game1.viewport.Height - Game1.tileSize * 3));
|
|
||||||
for (int index = 0; index < num; ++index)
|
|
||||||
{
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, sourceRect, (float)Game1.random.Next(60, 101), 4, 100, position + new Vector2((float)((index + 1) * Game1.random.Next(15, 18)), (float)((index + 1) * -20)), false, false, 0.01f, 0.0f, Color.Black, 4f, 0.0f, 0.0f, 0.0f, true)
|
|
||||||
{
|
|
||||||
motion = new Vector2(-1f, 0.0f)
|
|
||||||
});
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, sourceRect, (float)Game1.random.Next(60, 101), 4, 100, position + new Vector2((float)((index + 1) * Game1.random.Next(15, 18)), (float)((index + 1) * 20)), false, false, 0.01f, 0.0f, Color.Black, 4f, 0.0f, 0.0f, 0.0f, true)
|
|
||||||
{
|
|
||||||
motion = new Vector2(-1f, 0.0f)
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (Game1.random.NextDouble() < 1E-05)
|
|
||||||
{
|
|
||||||
sourceRect = new Rectangle(640, 784, 16, 16);
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, sourceRect, 75f, 4, 1000, position, false, false, 0.01f, 0.0f, Color.White, 4f, 0.0f, 0.0f, 0.0f, true)
|
|
||||||
{
|
|
||||||
motion = new Vector2(-3f, 0.0f),
|
|
||||||
yPeriodic = true,
|
|
||||||
yPeriodicLoopTime = 1000f,
|
|
||||||
yPeriodicRange = (float)(Game1.tileSize / 8),
|
|
||||||
shakeIntensity = 0.5f
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
this.smokeTimer -= time.ElapsedGameTime.Milliseconds;
|
|
||||||
if (this.smokeTimer <= 0)
|
|
||||||
{
|
|
||||||
this.smokeTimer = 50;
|
|
||||||
this.animations.Add(new TemporaryAnimatedSprite(Game1.mouseCursors, new Rectangle(684, 1075, 1, 1), 1000f, 1, 1000, new Vector2((float)(Game1.tileSize * 2 + Game1.tileSize * 3 / 4 + Game1.pixelZoom * 3), (float)(Game1.viewport.Height - Game1.tileSize * 2 + Game1.pixelZoom * 5)), false, false)
|
|
||||||
{
|
|
||||||
color = !Game1.wasRainingYesterday ? Color.White : Color.SlateGray,
|
|
||||||
scale = (float)Game1.pixelZoom,
|
|
||||||
scaleChange = 0.0f,
|
|
||||||
alphaFade = (float)1.0 / (float)400.0,
|
|
||||||
motion = new Vector2(0.0f, (float)((double)-Game1.random.Next(25, 75) / 100.0 / 4.0)),
|
|
||||||
acceleration = new Vector2((float)-1.0 / (float)1000.0, 0.0f)
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public string getCategorySound(int which)
|
|
||||||
{
|
|
||||||
switch (which)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
return !(this.categoryItems[0][0] as StardewValley.Object).isAnimalProduct() ? "harvest" : "cluck";
|
|
||||||
case 1:
|
|
||||||
return "leafrustle";
|
|
||||||
case 2:
|
|
||||||
return "button1";
|
|
||||||
case 3:
|
|
||||||
return "hammer";
|
|
||||||
case 4:
|
|
||||||
return "coin";
|
|
||||||
case 5:
|
|
||||||
return "money";
|
|
||||||
default:
|
|
||||||
return "stoneStep";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void performHoverAction(int x, int y)
|
|
||||||
{
|
|
||||||
base.performHoverAction(x, y);
|
|
||||||
if (this.currentPage == -1)
|
|
||||||
{
|
|
||||||
this.okButton.tryHover(x, y, 0.1f);
|
|
||||||
foreach (ClickableTextureComponent textureComponent in this.categories)
|
|
||||||
textureComponent.sourceRect.X = !textureComponent.containsPoint(x, y) ? 392 : 402;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this.backButton.tryHover(x, y, 0.5f);
|
|
||||||
this.forwardButton.tryHover(x, y, 0.5f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void receiveKeyPress(Keys key)
|
|
||||||
{
|
|
||||||
if (this.introTimer > 0 || !key.Equals((object)Keys.Escape))
|
|
||||||
return;
|
|
||||||
this.receiveLeftClick(this.okButton.bounds.Center.X, this.okButton.bounds.Center.Y, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void receiveGamePadButton(Buttons b)
|
|
||||||
{
|
|
||||||
base.receiveGamePadButton(b);
|
|
||||||
if (b != Buttons.B || this.currentPage == -1)
|
|
||||||
return;
|
|
||||||
if (this.currentTab == 0)
|
|
||||||
this.currentPage = -1;
|
|
||||||
else
|
|
||||||
--this.currentTab;
|
|
||||||
Game1.playSound("shwip");
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void receiveLeftClick(int x, int y, bool playSound = true)
|
|
||||||
{
|
|
||||||
if (this.outro && !this.savedYet)
|
|
||||||
{
|
|
||||||
if (this.saveGameMenu != null)
|
|
||||||
;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (this.savedYet)
|
|
||||||
return;
|
|
||||||
base.receiveLeftClick(x, y, playSound);
|
|
||||||
if (this.currentPage == -1 && this.okButton.containsPoint(x, y))
|
|
||||||
{
|
|
||||||
// this.outro = true;
|
|
||||||
// this.outroFadeTimer = 800;
|
|
||||||
Game1.playSound("bigDeSelect");
|
|
||||||
// Game1.changeMusicTrack("none");
|
|
||||||
Game1.exitActiveMenu();
|
|
||||||
}
|
|
||||||
if (this.currentPage == -1)
|
|
||||||
{
|
|
||||||
for (int index = 0; index < Enumerable.Count<ClickableTextureComponent>((IEnumerable<ClickableTextureComponent>)this.categories); ++index)
|
|
||||||
{
|
|
||||||
if (this.categories[index].visible && this.categories[index].containsPoint(x, y))
|
|
||||||
{
|
|
||||||
this.currentPage = index;
|
|
||||||
Game1.playSound("shwip");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (this.backButton.containsPoint(x, y))
|
|
||||||
{
|
|
||||||
if (this.currentTab == 0)
|
|
||||||
this.currentPage = -1;
|
|
||||||
else
|
|
||||||
--this.currentTab;
|
|
||||||
Game1.playSound("shwip");
|
|
||||||
}
|
|
||||||
else if (this.showForwardButton() && this.forwardButton.containsPoint(x, y))
|
|
||||||
{
|
|
||||||
++this.currentTab;
|
|
||||||
Game1.playSound("shwip");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void receiveRightClick(int x, int y, bool playSound = true)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool showForwardButton()
|
|
||||||
{
|
|
||||||
return Enumerable.Count<Item>((IEnumerable<Item>)this.categoryItems[this.currentPage]) > 9 * (this.currentTab + 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void draw(SpriteBatch b)
|
|
||||||
{
|
|
||||||
if (Game1.wasRainingYesterday)
|
|
||||||
{
|
|
||||||
b.Draw(Game1.mouseCursors, new Rectangle(0, 0, Game1.viewport.Width, Game1.viewport.Height), new Rectangle?(new Rectangle(639, 858, 1, 184)), !Game1.currentSeason.Equals("winter") ? Color.SlateGray * (float)(1.0 - (double)this.introTimer / 3500.0) : Color.LightSlateGray);
|
|
||||||
b.Draw(Game1.mouseCursors, new Rectangle(639 * Game1.pixelZoom, 0, Game1.viewport.Width, Game1.viewport.Height), new Rectangle?(new Rectangle(639, 858, 1, 184)), !Game1.currentSeason.Equals("winter") ? Color.SlateGray * (float)(1.0 - (double)this.introTimer / 3500.0) : Color.LightSlateGray);
|
|
||||||
int num1 = -61 * Game1.pixelZoom;
|
|
||||||
while (num1 < Game1.viewport.Width + 61 * Game1.pixelZoom)
|
|
||||||
{
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)num1 + this.weatherX / 2f % (float)(61 * Game1.pixelZoom), (float)(Game1.tileSize / 2)), new Rectangle?(new Rectangle(643, 1142, 61, 53)), Color.DarkSlateGray * 1f * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
num1 += 61 * Game1.pixelZoom;
|
|
||||||
}
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2(0.0f, (float)(Game1.viewport.Height - Game1.tileSize * 3)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 48)), (!Game1.currentSeason.Equals("winter") ? new Color(30, 62, 50) : Color.White * 0.25f) * (float)(0.5 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.FlipHorizontally, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(639 * Game1.pixelZoom), (float)(Game1.viewport.Height - Game1.tileSize * 3)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 48)), (!Game1.currentSeason.Equals("winter") ? new Color(30, 62, 50) : Color.White * 0.25f) * (float)(0.5 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.FlipHorizontally, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2(0.0f, (float)(Game1.viewport.Height - Game1.tileSize * 2)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 32)), (!Game1.currentSeason.Equals("winter") ? new Color(30, 62, 50) : Color.White * 0.5f) * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(639 * Game1.pixelZoom), (float)(Game1.viewport.Height - Game1.tileSize * 2)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 32)), (!Game1.currentSeason.Equals("winter") ? new Color(30, 62, 50) : Color.White * 0.5f) * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(Game1.tileSize * 2 + Game1.tileSize / 2), (float)(Game1.viewport.Height - Game1.tileSize * 2 + Game1.tileSize / 4 + Game1.pixelZoom * 2)), new Rectangle?(new Rectangle(653, 880, 10, 10)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
int num2 = -61 * Game1.pixelZoom;
|
|
||||||
while (num2 < Game1.viewport.Width + 61 * Game1.pixelZoom)
|
|
||||||
{
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)num2 + this.weatherX % (float)(61 * Game1.pixelZoom), (float)(-Game1.tileSize / 2)), new Rectangle?(new Rectangle(643, 1142, 61, 53)), Color.SlateGray * 0.85f * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 0.9f);
|
|
||||||
num2 += 61 * Game1.pixelZoom;
|
|
||||||
}
|
|
||||||
foreach (TemporaryAnimatedSprite temporaryAnimatedSprite in this.animations)
|
|
||||||
temporaryAnimatedSprite.draw(b, true, 0, 0);
|
|
||||||
int num3 = -61 * Game1.pixelZoom;
|
|
||||||
while (num3 < Game1.viewport.Width + 61 * Game1.pixelZoom)
|
|
||||||
{
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)num3 + this.weatherX * 1.5f % (float)(61 * Game1.pixelZoom), (float)(-Game1.tileSize * 2)), new Rectangle?(new Rectangle(643, 1142, 61, 53)), Color.LightSlateGray * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 0.9f);
|
|
||||||
num3 += 61 * Game1.pixelZoom;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
b.Draw(Game1.mouseCursors, new Rectangle(0, 0, Game1.viewport.Width, Game1.viewport.Height), new Rectangle?(new Rectangle(639, 858, 1, 184)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0));
|
|
||||||
b.Draw(Game1.mouseCursors, new Rectangle(639 * Game1.pixelZoom, 0, Game1.viewport.Width, Game1.viewport.Height), new Rectangle?(new Rectangle(639, 858, 1, 184)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0));
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2(0.0f, 0.0f), new Rectangle?(new Rectangle(0, 1453, 639, 195)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(639 * Game1.pixelZoom), 0.0f), new Rectangle?(new Rectangle(0, 1453, 639, 195)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
if (Game1.dayOfMonth == 28)
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(Game1.viewport.Width - 44 * Game1.pixelZoom), (float)Game1.pixelZoom), new Rectangle?(new Rectangle(642, 835, 43, 43)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2(0.0f, (float)(Game1.viewport.Height - Game1.tileSize * 3)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 48)), (!Game1.currentSeason.Equals("winter") ? new Color(0, 20, 40) : Color.White * 0.25f) * (float)(0.649999976158142 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.FlipHorizontally, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(639 * Game1.pixelZoom), (float)(Game1.viewport.Height - Game1.tileSize * 3)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 48)), (!Game1.currentSeason.Equals("winter") ? new Color(0, 20, 40) : Color.White * 0.25f) * (float)(0.649999976158142 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.FlipHorizontally, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2(0.0f, (float)(Game1.viewport.Height - Game1.tileSize * 2)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 32)), (!Game1.currentSeason.Equals("winter") ? new Color(0, 32, 20) : Color.White * 0.5f) * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(639 * Game1.pixelZoom), (float)(Game1.viewport.Height - Game1.tileSize * 2)), new Rectangle?(new Rectangle(0, !Game1.currentSeason.Equals("winter") ? 737 : 1034, 639, 32)), (!Game1.currentSeason.Equals("winter") ? new Color(0, 32, 20) : Color.White * 0.5f) * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
b.Draw(Game1.mouseCursors, new Vector2((float)(Game1.tileSize * 2 + Game1.tileSize / 2), (float)(Game1.viewport.Height - Game1.tileSize * 2 + Game1.tileSize / 4 + Game1.pixelZoom * 2)), new Rectangle?(new Rectangle(653, 880, 10, 10)), Color.White * (float)(1.0 - (double)this.introTimer / 3500.0), 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 1f);
|
|
||||||
}
|
|
||||||
if (!this.outro && !Game1.wasRainingYesterday)
|
|
||||||
{
|
|
||||||
foreach (TemporaryAnimatedSprite temporaryAnimatedSprite in this.animations)
|
|
||||||
temporaryAnimatedSprite.draw(b, true, 0, 0);
|
|
||||||
}
|
|
||||||
if (this.currentPage == -1)
|
|
||||||
{
|
|
||||||
SpriteText.drawStringWithScrollCenteredAt(b, Utility.getYesterdaysDate(), Game1.viewport.Width / 2, this.categories[0].bounds.Y - Game1.tileSize * 2, "", 1f, -1, 0, 0.88f, false);
|
|
||||||
int num = -5 * Game1.pixelZoom;
|
|
||||||
int index1 = 0;
|
|
||||||
foreach (ClickableTextureComponent textureComponent in this.categories)
|
|
||||||
{
|
|
||||||
if (this.introTimer < 2500 - index1 * 500)
|
|
||||||
{
|
|
||||||
Vector2 vector2 = textureComponent.getVector2() + new Vector2((float)(Game1.pixelZoom * 3), (float)(-Game1.pixelZoom * 2));
|
|
||||||
if (textureComponent.visible)
|
|
||||||
{
|
|
||||||
textureComponent.draw(b);
|
|
||||||
b.Draw(Game1.mouseCursors, vector2 + new Vector2((float)(-26 * Game1.pixelZoom), (float)(num + Game1.pixelZoom)), new Rectangle?(new Rectangle(293, 360, 24, 24)), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 0.88f);
|
|
||||||
this.categoryItems[index1][0].drawInMenu(b, vector2 + new Vector2((float)(-22 * Game1.pixelZoom), (float)(num + Game1.pixelZoom * 4)), 1f, 1f, 0.9f, false);
|
|
||||||
}
|
|
||||||
IClickableMenu.drawTextureBox(b, Game1.mouseCursors, new Rectangle(384, 373, 18, 18), (int)((double)vector2.X + (double)-this.itemSlotWidth - (double)this.categoryLabelsWidth - (double)(Game1.pixelZoom * 3)), (int)((double)vector2.Y + (double)num), this.categoryLabelsWidth, 26 * Game1.pixelZoom, Color.White, (float)Game1.pixelZoom, false);
|
|
||||||
SpriteText.drawString(b, textureComponent.hoverText, (int)vector2.X - this.itemSlotWidth - this.categoryLabelsWidth + Game1.pixelZoom * 2, (int)vector2.Y + Game1.pixelZoom, 999999, -1, 999999, 1f, 0.88f, false, -1, "", -1);
|
|
||||||
for (int index2 = 0; index2 < 6; ++index2)
|
|
||||||
b.Draw(Game1.mouseCursors, vector2 + new Vector2((float)(-this.itemSlotWidth - Game1.tileSize * 3 - Game1.pixelZoom * 6 + index2 * 6 * Game1.pixelZoom), (float)(3 * Game1.pixelZoom)), new Rectangle?(new Rectangle(355, 476, 7, 11)), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 0.88f);
|
|
||||||
this.categoryDials[index1].draw(b, vector2 + new Vector2((float)(-this.itemSlotWidth - Game1.tileSize * 3 - Game1.pixelZoom * 12 + Game1.pixelZoom), (float)(5 * Game1.pixelZoom)), this.categoryTotals[index1]);
|
|
||||||
b.Draw(Game1.mouseCursors, vector2 + new Vector2((float)(-this.itemSlotWidth - Game1.tileSize - Game1.pixelZoom), (float)(3 * Game1.pixelZoom)), new Rectangle?(new Rectangle(408, 476, 9, 11)), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 0.88f);
|
|
||||||
}
|
|
||||||
++index1;
|
|
||||||
}
|
|
||||||
if (this.introTimer <= 0)
|
|
||||||
this.okButton.draw(b);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
IClickableMenu.drawTextureBox(b, Game1.viewport.Width / 2 - 640, Game1.viewport.Height / 2 - 360, 1280, 720, Color.White);
|
|
||||||
Vector2 location = new Vector2((float)(this.xPositionOnScreen + Game1.tileSize / 2), (float)(this.yPositionOnScreen + Game1.tileSize / 2));
|
|
||||||
for (int index = this.currentTab * 9; index < this.currentTab * 9 + 9; ++index)
|
|
||||||
{
|
|
||||||
if (Enumerable.Count<Item>((IEnumerable<Item>)this.categoryItems[this.currentPage]) > index)
|
|
||||||
{
|
|
||||||
this.categoryItems[this.currentPage][index].drawInMenu(b, location, 1f, 1f, 1f, true);
|
|
||||||
SpriteText.drawString(b, this.categoryItems[this.currentPage][index].Name + (this.categoryItems[this.currentPage][index].Stack <= 1 ? "" : " x" + (object)this.categoryItems[this.currentPage][index].Stack), (int)location.X + Game1.tileSize + Game1.pixelZoom * 3, (int)location.Y + Game1.pixelZoom * 3, 999999, -1, 999999, 1f, 0.88f, false, -1, "", -1);
|
|
||||||
string s = ".";
|
|
||||||
int num = 0;
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
if (num < this.width - Game1.tileSize * 3 / 2 - SpriteText.getWidthOfString(string.Concat(new object[4]
|
|
||||||
{
|
|
||||||
(object) this.categoryItems[this.currentPage][index].Name,
|
|
||||||
(object) (this.categoryItems[this.currentPage][index].Stack <= 1 ? "" : " x" + (object) this.categoryItems[this.currentPage][index].Stack),
|
|
||||||
(object) ((this.categoryItems[this.currentPage][index] as StardewValley.Object).sellToStorePrice() * (this.categoryItems[this.currentPage][index] as StardewValley.Object).Stack),
|
|
||||||
(object) "g"
|
|
||||||
})))
|
|
||||||
{
|
|
||||||
s += " .";
|
|
||||||
num += SpriteText.getWidthOfString(" .");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
SpriteText.drawString(b, s, (int)location.X + Game1.tileSize * 5 / 4 + SpriteText.getWidthOfString(this.categoryItems[this.currentPage][index].Name + (this.categoryItems[this.currentPage][index].Stack <= 1 ? "" : " x" + (object)this.categoryItems[this.currentPage][index].Stack)), (int)location.Y + Game1.tileSize / 8, 999999, -1, 999999, 1f, 0.88f, false, -1, "", -1);
|
|
||||||
SpriteText.drawString(b, Convert.ToString(((this.categoryItems[this.currentPage][index] as StardewValley.Object).sellToStorePrice() * (this.categoryItems[this.currentPage][index] as StardewValley.Object).Stack)) +"g", (int)location.X + this.width - Game1.tileSize - SpriteText.getWidthOfString(Convert.ToString(((this.categoryItems[this.currentPage][index] as StardewValley.Object).sellToStorePrice() * (this.categoryItems[this.currentPage][index] as StardewValley.Object).Stack)) + "g"), (int)location.Y + Game1.pixelZoom * 3, 999999, -1, 999999, 1f, 0.88f, false, -1, "", -1);
|
|
||||||
location.Y += (float)(Game1.tileSize + Game1.pixelZoom);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
this.backButton.draw(b);
|
|
||||||
if (this.showForwardButton())
|
|
||||||
this.forwardButton.draw(b);
|
|
||||||
}
|
|
||||||
if (this.outro)
|
|
||||||
{
|
|
||||||
b.Draw(Game1.mouseCursors, new Rectangle(0, 0, Game1.viewport.Width, Game1.viewport.Height), new Rectangle?(new Rectangle(639, 858, 1, 184)), Color.Black * (float)(1.0 - (double)this.outroFadeTimer / 800.0));
|
|
||||||
SpriteBatch b1 = b;
|
|
||||||
string s;
|
|
||||||
if (this.newDayPlaque)
|
|
||||||
s = (string)(object)Game1.dayOfMonth + (object)Utility.getNumberEnding(Game1.dayOfMonth) + " of " + Utility.getSeasonNameFromNumber(Utility.getSeasonNumber(Game1.currentSeason)) + ", Year " + (string)(object)Game1.year;
|
|
||||||
else
|
|
||||||
s = Utility.getYesterdaysDate();
|
|
||||||
int x = Game1.viewport.Width / 2;
|
|
||||||
int y = this.dayPlaqueY;
|
|
||||||
string placeHolderWidthText = "";
|
|
||||||
double num1 = 1.0;
|
|
||||||
int color = -1;
|
|
||||||
int scrollType = 0;
|
|
||||||
double num2 = 0.879999995231628;
|
|
||||||
int num3 = 0;
|
|
||||||
SpriteText.drawStringWithScrollCenteredAt(b1, s, x, y, placeHolderWidthText, (float)num1, color, scrollType, (float)num2, num3 != 0);
|
|
||||||
foreach (TemporaryAnimatedSprite temporaryAnimatedSprite in this.animations)
|
|
||||||
temporaryAnimatedSprite.draw(b, true, 0, 0);
|
|
||||||
if (this.finalOutroTimer > 0)
|
|
||||||
b.Draw(Game1.staminaRect, new Rectangle(0, 0, Game1.viewport.Width, Game1.viewport.Height), new Rectangle?(new Rectangle(0, 0, 1, 1)), Color.Black * (float)(1.0 - (double)this.finalOutroTimer / 2000.0));
|
|
||||||
}
|
|
||||||
if (this.saveGameMenu != null)
|
|
||||||
this.saveGameMenu.draw(b);
|
|
||||||
this.drawMouse(b);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,144 +0,0 @@
|
||||||
using StardewModdingAPI;
|
|
||||||
using StardewValley;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace Save_Anywhere_V2.Save_Utilities.Animals
|
|
||||||
{
|
|
||||||
class Pet_Utilities
|
|
||||||
{
|
|
||||||
public static string pet_name;
|
|
||||||
public static StardewValley.Character my_pet;
|
|
||||||
public static string pet_map_name;
|
|
||||||
public static int pet_tile_x;
|
|
||||||
public static int pet_tile_y;
|
|
||||||
public static bool is_pet_outside;
|
|
||||||
public static bool has_pet_warped_yet;
|
|
||||||
public static Microsoft.Xna.Framework.Point pet_point;
|
|
||||||
|
|
||||||
public static void save_pet_info()
|
|
||||||
{
|
|
||||||
if (Game1.player.hasPet() == false) return;
|
|
||||||
pet_name = Game1.player.getPetName();
|
|
||||||
foreach (var location in Game1.locations)
|
|
||||||
{
|
|
||||||
foreach (var npc in location.characters)
|
|
||||||
{
|
|
||||||
if (npc is StardewValley.Characters.Dog || npc is StardewValley.Characters.Cat)
|
|
||||||
{
|
|
||||||
pet_map_name = location.name;
|
|
||||||
pet_tile_x = npc.getTileX();
|
|
||||||
pet_tile_y = npc.getTileY();
|
|
||||||
is_pet_outside = location.isOutdoors;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
string myname = StardewValley.Game1.player.name;
|
|
||||||
string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.animal_path, "Pet_Save_Info_");
|
|
||||||
string mylocation2 = mylocation + myname;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
string[] mystring3 = new string[20];
|
|
||||||
if (!File.Exists(mylocation3))
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
Log.Info("Save Anywhere: The pet save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
|
|
||||||
mystring3[0] = "Pet: Save_Anywhere Info. Editing this might break some things.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "Pet Current Map Name";
|
|
||||||
mystring3[3] = pet_map_name.ToString();
|
|
||||||
|
|
||||||
mystring3[4] = "Pet X Position";
|
|
||||||
mystring3[5] = pet_tile_x.ToString();
|
|
||||||
|
|
||||||
mystring3[6] = "Pet Y Position";
|
|
||||||
mystring3[7] = pet_tile_y.ToString();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
mystring3[0] = "Pet: Save_Anywhere Info. Editing this might break some things.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "Pet Current Map Name";
|
|
||||||
mystring3[3] = pet_map_name.ToString();
|
|
||||||
|
|
||||||
mystring3[4] = "Pet X Position";
|
|
||||||
mystring3[5] = pet_tile_x.ToString();
|
|
||||||
|
|
||||||
mystring3[6] = "Pet Y Position";
|
|
||||||
mystring3[7] = pet_tile_y.ToString();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void Load_pet_Info()
|
|
||||||
{
|
|
||||||
if (Game1.player.hasPet() == false) return;
|
|
||||||
// DataLoader_Settings();
|
|
||||||
//loads the data to the variables upon loading the game.
|
|
||||||
string myname = StardewValley.Game1.player.name;
|
|
||||||
string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.animal_path, "Pet_Save_Info_");
|
|
||||||
string mylocation2 = mylocation + myname;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
string[] readtext = File.ReadAllLines(mylocation3);
|
|
||||||
pet_map_name = Convert.ToString(readtext[3]);
|
|
||||||
pet_tile_x = Convert.ToInt32(readtext[5]);
|
|
||||||
pet_tile_y = Convert.ToInt32(readtext[7]);
|
|
||||||
get_pet();
|
|
||||||
pet_point = new Microsoft.Xna.Framework.Point();
|
|
||||||
pet_point.X = pet_tile_x;
|
|
||||||
pet_point.Y = pet_tile_y;
|
|
||||||
Game1.warpCharacter((StardewValley.NPC)my_pet, pet_map_name, pet_point, false, true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void get_pet()
|
|
||||||
{
|
|
||||||
if (Game1.player.hasPet() == false) return;
|
|
||||||
foreach (var location in Game1.locations)
|
|
||||||
{
|
|
||||||
foreach (var npc in location.characters)
|
|
||||||
{
|
|
||||||
if (npc is StardewValley.Characters.Dog || npc is StardewValley.Characters.Cat)
|
|
||||||
{
|
|
||||||
pet_map_name = location.name;
|
|
||||||
pet_tile_x = npc.getTileX();
|
|
||||||
pet_tile_y = npc.getTileY();
|
|
||||||
is_pet_outside = location.isOutdoors;
|
|
||||||
my_pet = npc;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,163 +0,0 @@
|
||||||
using StardewModdingAPI;
|
|
||||||
using StardewValley;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace Save_Anywhere_V2.Save_Utilities
|
|
||||||
{
|
|
||||||
class Player_Utilities
|
|
||||||
{
|
|
||||||
public static int player_x_tile;
|
|
||||||
public static int player_y_tile;
|
|
||||||
public static string players_current_map_name;
|
|
||||||
public static int player_game_time;
|
|
||||||
public static int player_facing_direction;
|
|
||||||
public static bool has_player_warped_yet;
|
|
||||||
public static void get_player_info()
|
|
||||||
{
|
|
||||||
get_x();
|
|
||||||
get_y();
|
|
||||||
get_current_map_name();
|
|
||||||
get_facing_direction();
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void get_x()
|
|
||||||
{
|
|
||||||
player_x_tile=Game1.player.getTileX();
|
|
||||||
}
|
|
||||||
public static void get_y()
|
|
||||||
{
|
|
||||||
player_y_tile = Game1.player.getTileY();
|
|
||||||
}
|
|
||||||
public static void get_current_map_name()
|
|
||||||
{
|
|
||||||
players_current_map_name = Game1.player.currentLocation.name;
|
|
||||||
}
|
|
||||||
public static void get_facing_direction()
|
|
||||||
{
|
|
||||||
player_facing_direction = Game1.player.facingDirection;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void save_player_info()
|
|
||||||
{
|
|
||||||
get_player_info();
|
|
||||||
string name = StardewValley.Game1.player.name;
|
|
||||||
Save_Anywhere_V2.Mod_Core.player_path= Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
|
|
||||||
if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.player_path)){
|
|
||||||
Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.player_path);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.player_path, "Player_Save_Info_");
|
|
||||||
string mylocation2 = mylocation + name;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
string[] mystring3 = new string[20];
|
|
||||||
if (!File.Exists(mylocation3))
|
|
||||||
{
|
|
||||||
Log.Info("Save Anywhere: The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
|
|
||||||
mystring3[0] = "Player: Save_Anywhere Info. Editing this might break some things.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "Player Current Game Time";
|
|
||||||
mystring3[3] = Game1.timeOfDay.ToString();
|
|
||||||
|
|
||||||
mystring3[4] = "Player Current Map Name";
|
|
||||||
mystring3[5] = players_current_map_name.ToString();
|
|
||||||
|
|
||||||
mystring3[6] = "Player X Position";
|
|
||||||
mystring3[7] = player_x_tile.ToString();
|
|
||||||
|
|
||||||
mystring3[8] = "Player Y Position";
|
|
||||||
mystring3[9] = player_y_tile.ToString();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
|
|
||||||
mystring3[0] = "Player: Save_Anywhere Info. Editing this might break some things.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "Player Current Game Time";
|
|
||||||
mystring3[3] = Game1.timeOfDay.ToString();
|
|
||||||
|
|
||||||
mystring3[4] = "Player Current Map Name";
|
|
||||||
mystring3[5] = players_current_map_name.ToString();
|
|
||||||
|
|
||||||
mystring3[6] = "Player X Position";
|
|
||||||
mystring3[7] = player_x_tile.ToString();
|
|
||||||
|
|
||||||
mystring3[8] = "Player Y Position";
|
|
||||||
mystring3[9] = player_y_tile.ToString();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void load_player_info()
|
|
||||||
{
|
|
||||||
string name = StardewValley.Game1.player.name;
|
|
||||||
Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
|
|
||||||
if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.player_path))
|
|
||||||
{
|
|
||||||
Directory.CreateDirectory(Save_Anywhere_V2.Mod_Core.player_path);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
string mylocation = Path.Combine(Save_Anywhere_V2.Mod_Core.player_path, "Player_Save_Info_");
|
|
||||||
string mylocation2 = mylocation + name;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
string[] mystring3 = new string[20];
|
|
||||||
|
|
||||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
|
||||||
{
|
|
||||||
// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
|
|
||||||
Save_Anywhere_V2.Save_Utilities.Player_Utilities.has_player_warped_yet = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Console.WriteLine("HEY THERE IM LOADING DATA");
|
|
||||||
|
|
||||||
string[] readtext = File.ReadAllLines(mylocation3);
|
|
||||||
player_game_time = Convert.ToInt32(readtext[3]);
|
|
||||||
players_current_map_name = Convert.ToString(readtext[5]);
|
|
||||||
player_x_tile = Convert.ToInt32(readtext[7]);
|
|
||||||
player_y_tile = Convert.ToInt32(readtext[9]);
|
|
||||||
Game1.timeOfDay = player_game_time;
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void warp_player()
|
|
||||||
{
|
|
||||||
GameLocation new_location = Game1.getLocationFromName(players_current_map_name);
|
|
||||||
Game1.player.previousLocationName = Game1.player.currentLocation.name;
|
|
||||||
Game1.locationAfterWarp = new_location;
|
|
||||||
Game1.xLocationAfterWarp = player_x_tile;
|
|
||||||
Game1.yLocationAfterWarp = player_y_tile;
|
|
||||||
Game1.facingDirectionAfterWarp = player_facing_direction;
|
|
||||||
Game1.fadeScreenToBlack();
|
|
||||||
|
|
||||||
// Game1.warpFarmer(players_current_map_name, player_x_tile, player_y_tile, false);
|
|
||||||
// Game1.player.faceDirection(player_facing_direction);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,36 +0,0 @@
|
||||||
using System.Reflection;
|
|
||||||
using System.Runtime.CompilerServices;
|
|
||||||
using System.Runtime.InteropServices;
|
|
||||||
|
|
||||||
// General Information about an assembly is controlled through the following
|
|
||||||
// set of attributes. Change these attribute values to modify the information
|
|
||||||
// associated with an assembly.
|
|
||||||
[assembly: AssemblyTitle("Save_Anywhere_V2")]
|
|
||||||
[assembly: AssemblyDescription("")]
|
|
||||||
[assembly: AssemblyConfiguration("")]
|
|
||||||
[assembly: AssemblyCompany("")]
|
|
||||||
[assembly: AssemblyProduct("Save_Anywhere_V2")]
|
|
||||||
[assembly: AssemblyCopyright("Copyright © 2016")]
|
|
||||||
[assembly: AssemblyTrademark("")]
|
|
||||||
[assembly: AssemblyCulture("")]
|
|
||||||
|
|
||||||
// Setting ComVisible to false makes the types in this assembly not visible
|
|
||||||
// to COM components. If you need to access a type in this assembly from
|
|
||||||
// COM, set the ComVisible attribute to true on that type.
|
|
||||||
[assembly: ComVisible(false)]
|
|
||||||
|
|
||||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
|
||||||
[assembly: Guid("e17855ad-dbaf-49bd-b3e2-9899403252f6")]
|
|
||||||
|
|
||||||
// Version information for an assembly consists of the following four values:
|
|
||||||
//
|
|
||||||
// Major Version
|
|
||||||
// Minor Version
|
|
||||||
// Build Number
|
|
||||||
// Revision
|
|
||||||
//
|
|
||||||
// You can specify all the values or you can default the Build and Revision Numbers
|
|
||||||
// by using the '*' as shown below:
|
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
|
||||||
[assembly: AssemblyVersion("1.0.0.0")]
|
|
||||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
|
@ -1,84 +0,0 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
|
||||||
<PropertyGroup>
|
|
||||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
|
||||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
|
||||||
<ProjectGuid>{E17855AD-DBAF-49BD-B3E2-9899403252F6}</ProjectGuid>
|
|
||||||
<OutputType>Library</OutputType>
|
|
||||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
|
||||||
<RootNamespace>Save_Anywhere_V2</RootNamespace>
|
|
||||||
<AssemblyName>Save_Anywhere_V2</AssemblyName>
|
|
||||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
|
||||||
<FileAlignment>512</FileAlignment>
|
|
||||||
<TargetFrameworkProfile />
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
|
||||||
<DebugSymbols>true</DebugSymbols>
|
|
||||||
<DebugType>full</DebugType>
|
|
||||||
<Optimize>false</Optimize>
|
|
||||||
<OutputPath>bin\Debug\</OutputPath>
|
|
||||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
|
||||||
<ErrorReport>prompt</ErrorReport>
|
|
||||||
<WarningLevel>4</WarningLevel>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
|
||||||
<DebugType>pdbonly</DebugType>
|
|
||||||
<Optimize>true</Optimize>
|
|
||||||
<OutputPath>bin\Release\</OutputPath>
|
|
||||||
<DefineConstants>TRACE</DefineConstants>
|
|
||||||
<ErrorReport>prompt</ErrorReport>
|
|
||||||
<WarningLevel>4</WarningLevel>
|
|
||||||
</PropertyGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
|
||||||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
|
||||||
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
|
|
||||||
<SpecificVersion>False</SpecificVersion>
|
|
||||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Graphics.dll</HintPath>
|
|
||||||
</Reference>
|
|
||||||
<Reference Include="Newtonsoft.Json, Version=4.5.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
|
||||||
<SpecificVersion>False</SpecificVersion>
|
|
||||||
<HintPath>..\..\..\..\..\..\Desktop\Newtonsoft.Json.dll</HintPath>
|
|
||||||
</Reference>
|
|
||||||
<Reference Include="SerializerUtils">
|
|
||||||
<HintPath>..\..\..\..\..\Downloads\SerializerUtils\SerializerUtils.dll</HintPath>
|
|
||||||
</Reference>
|
|
||||||
<Reference Include="Stardew Valley">
|
|
||||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
|
||||||
</Reference>
|
|
||||||
<Reference Include="StardewModdingAPI">
|
|
||||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
|
||||||
</Reference>
|
|
||||||
<Reference Include="System" />
|
|
||||||
<Reference Include="System.Core" />
|
|
||||||
<Reference Include="System.Xml.Linq" />
|
|
||||||
<Reference Include="System.Data.DataSetExtensions" />
|
|
||||||
<Reference Include="Microsoft.CSharp" />
|
|
||||||
<Reference Include="System.Data" />
|
|
||||||
<Reference Include="System.Net.Http" />
|
|
||||||
<Reference Include="System.Xml" />
|
|
||||||
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, PublicKeyToken=null" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<Compile Include="Animal_Utilities.cs" />
|
|
||||||
<Compile Include="Config_Utilities.cs" />
|
|
||||||
<Compile Include="Error_Handling.cs" />
|
|
||||||
<Compile Include="Horse_Utility.cs" />
|
|
||||||
<Compile Include="Mod_Core.cs" />
|
|
||||||
<Compile Include="GameUtilities.cs" />
|
|
||||||
<Compile Include="New_Shipping_Menu.cs" />
|
|
||||||
<Compile Include="NPC_Utilities.cs" />
|
|
||||||
<Compile Include="Pet_Utilities.cs" />
|
|
||||||
<Compile Include="Player_Utilities.cs" />
|
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
|
||||||
</ItemGroup>
|
|
||||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
|
||||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
|
||||||
Other similar extension points exist, see Microsoft.Common.targets.
|
|
||||||
<Target Name="BeforeBuild">
|
|
||||||
</Target>
|
|
||||||
<Target Name="AfterBuild">
|
|
||||||
</Target>
|
|
||||||
-->
|
|
||||||
</Project>
|
|
|
@ -1,22 +0,0 @@
|
||||||
|
|
||||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
|
||||||
# Visual Studio Express 14 for Windows Desktop
|
|
||||||
VisualStudioVersion = 14.0.24720.0
|
|
||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Save_Anywhere_V2", "Save_Anywhere_V2.csproj", "{E17855AD-DBAF-49BD-B3E2-9899403252F6}"
|
|
||||||
EndProject
|
|
||||||
Global
|
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
|
||||||
Debug|Any CPU = Debug|Any CPU
|
|
||||||
Release|Any CPU = Release|Any CPU
|
|
||||||
EndGlobalSection
|
|
||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
|
||||||
{E17855AD-DBAF-49BD-B3E2-9899403252F6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{E17855AD-DBAF-49BD-B3E2-9899403252F6}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{E17855AD-DBAF-49BD-B3E2-9899403252F6}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{E17855AD-DBAF-49BD-B3E2-9899403252F6}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
EndGlobalSection
|
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
|
||||||
HideSolutionNode = FALSE
|
|
||||||
EndGlobalSection
|
|
||||||
EndGlobal
|
|
Binary file not shown.
|
@ -1,625 +0,0 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<doc>
|
|
||||||
<members>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.DrawableGameComponent">
|
|
||||||
<summary>A game component that is notified when it needs to draw itself.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.#ctor(Microsoft.Xna.Framework.Game)">
|
|
||||||
<summary>Creates a new instance of DrawableGameComponent.</summary>
|
|
||||||
<param name="game">The Game that the game component should be attached to.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Dispose(System.Boolean)">
|
|
||||||
<summary>Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources.</summary>
|
|
||||||
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary>Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles.</summary>
|
|
||||||
<param name="gameTime">Time passed since the last call to Draw.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrder">
|
|
||||||
<summary>Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. Reference page contains code sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrderChanged">
|
|
||||||
<summary>Raised when the DrawOrder property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.GraphicsDevice">
|
|
||||||
<summary>The GraphicsDevice the DrawableGameComponent is associated with.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Initialize">
|
|
||||||
<summary>Initializes the component. Override this method to load any non-graphics resources and query for any required services.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.LoadContent">
|
|
||||||
<summary>Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnDrawOrderChanged(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when the DrawOrder property changes. Raises the DrawOrderChanged event.</summary>
|
|
||||||
<param name="sender">The DrawableGameComponent.</param>
|
|
||||||
<param name="args">Arguments to the DrawOrderChanged event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnVisibleChanged(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when the Visible property changes. Raises the VisibleChanged event.</summary>
|
|
||||||
<param name="sender">The DrawableGameComponent.</param>
|
|
||||||
<param name="args">Arguments to the VisibleChanged event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.UnloadContent">
|
|
||||||
<summary>Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.Visible">
|
|
||||||
<summary>Indicates whether Draw should be called.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.DrawableGameComponent.VisibleChanged">
|
|
||||||
<summary>Raised when the Visible property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Game">
|
|
||||||
<summary>Provides basic graphics device initialization, game logic, and rendering code.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.#ctor">
|
|
||||||
<summary>Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Game.Activated">
|
|
||||||
<summary>Raised when the game gains focus.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.BeginDraw">
|
|
||||||
<summary>Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.BeginRun">
|
|
||||||
<summary>Called after all components are initialized but before the first update in the game loop.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.Components">
|
|
||||||
<summary>Gets the collection of GameComponents owned by the game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.Content">
|
|
||||||
<summary>Gets or sets the current ContentManager.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Game.Deactivated">
|
|
||||||
<summary>Raised when the game loses focus.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Dispose(System.Boolean)">
|
|
||||||
<summary>Releases all resources used by the Game class.</summary>
|
|
||||||
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Game.Disposed">
|
|
||||||
<summary>Raised when the game is being disposed.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary> Reference page contains code sample.</summary>
|
|
||||||
<param name="gameTime">Time passed since the last call to Draw.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.EndDraw">
|
|
||||||
<summary>Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.EndRun">
|
|
||||||
<summary>Called after the game loop has stopped running before exiting.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Exit">
|
|
||||||
<summary>Exits the game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Game.Exiting">
|
|
||||||
<summary>Raised when the game is exiting.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Finalize">
|
|
||||||
<summary>Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.GraphicsDevice">
|
|
||||||
<summary>Gets the current GraphicsDevice.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.InactiveSleepTime">
|
|
||||||
<summary>Gets or sets the time to sleep when the game is inactive.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Initialize">
|
|
||||||
<summary>Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.IsActive">
|
|
||||||
<summary>Indicates whether the game is currently the active application.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.IsFixedTimeStep">
|
|
||||||
<summary>Gets or sets a value indicating whether to use fixed time steps.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.IsMouseVisible">
|
|
||||||
<summary>Gets or sets a value indicating whether the mouse cursor should be visible.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.LaunchParameters">
|
|
||||||
<summary>Gets the start up parameters in LaunchParameters.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.LoadContent">
|
|
||||||
<summary />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs)">
|
|
||||||
<summary>Raises the Activated event. Override this method to add code to handle when the game gains focus.</summary>
|
|
||||||
<param name="sender">The Game.</param>
|
|
||||||
<param name="args">Arguments for the Activated event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs)">
|
|
||||||
<summary>Raises the Deactivated event. Override this method to add code to handle when the game loses focus.</summary>
|
|
||||||
<param name="sender">The Game.</param>
|
|
||||||
<param name="args">Arguments for the Deactivated event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.OnExiting(System.Object,System.EventArgs)">
|
|
||||||
<summary>Raises an Exiting event. Override this method to add code to handle when the game is exiting.</summary>
|
|
||||||
<param name="sender">The Game.</param>
|
|
||||||
<param name="args">Arguments for the Exiting event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.ResetElapsedTime">
|
|
||||||
<summary>Resets the elapsed time counter.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Run">
|
|
||||||
<summary>Call this method to initialize the game, begin running the game loop, and start processing events for the game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.RunOneFrame">
|
|
||||||
<summary>Run the game through what would happen in a single tick of the game clock; this method is designed for debugging only.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.Services">
|
|
||||||
<summary>Gets the GameServiceContainer holding all the service providers attached to the Game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.ShowMissingRequirementMessage(System.Exception)">
|
|
||||||
<summary>This is used to display an error message if there is no suitable graphics device or sound card.</summary>
|
|
||||||
<param name="exception">The exception to display.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.SuppressDraw">
|
|
||||||
<summary>Prevents calls to Draw until the next Update.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.TargetElapsedTime">
|
|
||||||
<summary>Gets or sets the target time between calls to Update when IsFixedTimeStep is true. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Tick">
|
|
||||||
<summary>Updates the game's clock and calls Update and Draw.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.UnloadContent">
|
|
||||||
<summary>Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary> Reference page contains links to related conceptual articles.</summary>
|
|
||||||
<param name="gameTime">Time passed since the last call to Update.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Game.Window">
|
|
||||||
<summary>Gets the underlying operating system window.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GameComponent">
|
|
||||||
<summary>Base class for all XNA Framework game components.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.#ctor(Microsoft.Xna.Framework.Game)">
|
|
||||||
<summary>Initializes a new instance of this class.</summary>
|
|
||||||
<param name="game">Game that the game component should be attached to.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose(System.Boolean)">
|
|
||||||
<summary>Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources.</summary>
|
|
||||||
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameComponent.Disposed">
|
|
||||||
<summary>Raised when the GameComponent is disposed.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameComponent.Enabled">
|
|
||||||
<summary>Indicates whether GameComponent.Update should be called when Game.Update is called.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameComponent.EnabledChanged">
|
|
||||||
<summary>Raised when the Enabled property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.Finalize">
|
|
||||||
<summary>Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameComponent.Game">
|
|
||||||
<summary>Gets the Game associated with this GameComponent.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.Initialize">
|
|
||||||
<summary> Reference page contains code sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.OnEnabledChanged(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when the Enabled property changes. Raises the EnabledChanged event.</summary>
|
|
||||||
<param name="sender">The GameComponent.</param>
|
|
||||||
<param name="args">Arguments to the EnabledChanged event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.OnUpdateOrderChanged(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when the UpdateOrder property changes. Raises the UpdateOrderChanged event.</summary>
|
|
||||||
<param name="sender">The GameComponent.</param>
|
|
||||||
<param name="args">Arguments to the UpdateOrderChanged event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary>Called when the GameComponent needs to be updated. Override this method with component-specific update code.</summary>
|
|
||||||
<param name="gameTime">Time elapsed since the last call to Update</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameComponent.UpdateOrder">
|
|
||||||
<summary>Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameComponent.UpdateOrderChanged">
|
|
||||||
<summary>Raised when the UpdateOrder property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GameComponentCollection">
|
|
||||||
<summary>A collection of game components.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponentCollection.#ctor">
|
|
||||||
<summary>Initializes a new instance of this class.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentAdded">
|
|
||||||
<summary>Raised when a component is added to the GameComponentCollection.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentRemoved">
|
|
||||||
<summary>Raised when a component is removed from the GameComponentCollection.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GameComponentCollectionEventArgs">
|
|
||||||
<summary>Arguments used with events from the GameComponentCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.#ctor(Microsoft.Xna.Framework.IGameComponent)">
|
|
||||||
<summary>Creates a new instance of GameComponentCollectionEventArgs.</summary>
|
|
||||||
<param name="gameComponent">The game component affected by the event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.GameComponent">
|
|
||||||
<summary>The game component affected by the event.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GameServiceContainer">
|
|
||||||
<summary>A collection of game services.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.#ctor">
|
|
||||||
<summary>Initializes a new instance of this class, which represents a collection of game services.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.AddService(System.Type,System.Object)">
|
|
||||||
<summary>Adds a service to the GameServiceContainer.</summary>
|
|
||||||
<param name="type">The type of service to add.</param>
|
|
||||||
<param name="provider">The service provider to add.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.GetService(System.Type)">
|
|
||||||
<summary>Gets the object providing a specified service.</summary>
|
|
||||||
<param name="type">The type of service.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.RemoveService(System.Type)">
|
|
||||||
<summary>Removes the object providing a specified service.</summary>
|
|
||||||
<param name="type">The type of service.</param>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GameTime">
|
|
||||||
<summary>Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor">
|
|
||||||
<summary>Creates a new instance of GameTime.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan)">
|
|
||||||
<summary>Creates a new instance of GameTime.</summary>
|
|
||||||
<param name="totalGameTime">The amount of game time since the start of the game.</param>
|
|
||||||
<param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan,System.Boolean)">
|
|
||||||
<summary>Creates a new instance of GameTime.</summary>
|
|
||||||
<param name="totalGameTime">The amount of game time since the start of the game.</param>
|
|
||||||
<param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
|
|
||||||
<param name="isRunningSlowly">Whether the game is running multiple updates this frame.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameTime.ElapsedGameTime">
|
|
||||||
<summary>The amount of elapsed game time since the last update.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameTime.IsRunningSlowly">
|
|
||||||
<summary>Gets a value indicating that the game loop is taking longer than its TargetElapsedTime. In this case, the game loop can be considered to be running too slowly and should do something to "catch up."</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameTime.TotalGameTime">
|
|
||||||
<summary>The amount of game time since the start of the game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GameWindow">
|
|
||||||
<summary>The system window associated with a Game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameWindow.AllowUserResizing">
|
|
||||||
<summary>Specifies whether to allow the user to resize the game window.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.BeginScreenDeviceChange(System.Boolean)">
|
|
||||||
<summary>Starts a device transition (windowed to full screen or vice versa).</summary>
|
|
||||||
<param name="willBeFullScreen">Specifies whether the device will be in full-screen mode upon completion of the change.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameWindow.ClientBounds">
|
|
||||||
<summary>The screen dimensions of the game window's client rectangle.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameWindow.ClientSizeChanged">
|
|
||||||
<summary>Raised when the size of the GameWindow changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameWindow.CurrentOrientation">
|
|
||||||
<summary>Gets the current display orientation, which reflects the physical orientation of the phone in the user's hand.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String)">
|
|
||||||
<summary>Completes a device transition.</summary>
|
|
||||||
<param name="screenDeviceName">The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String,System.Int32,System.Int32)">
|
|
||||||
<summary>Completes a device transition.</summary>
|
|
||||||
<param name="screenDeviceName">The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen.</param>
|
|
||||||
<param name="clientWidth">The new width of the game's client window.</param>
|
|
||||||
<param name="clientHeight">The new height of the game's client window.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameWindow.Handle">
|
|
||||||
<summary>Gets the handle to the system window.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.OnActivated">
|
|
||||||
<summary>Called when the GameWindow gets focus.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.OnClientSizeChanged">
|
|
||||||
<summary>Called when the size of the client window changes. Raises the ClientSizeChanged event.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.OnDeactivated">
|
|
||||||
<summary>Called when the GameWindow loses focus.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.OnOrientationChanged">
|
|
||||||
<summary>Called when the GameWindow display orientation changes.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.OnPaint">
|
|
||||||
<summary>Called when the GameWindow needs to be painted.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.OnScreenDeviceNameChanged">
|
|
||||||
<summary>Called when the GameWindow is moved to a different screen. Raises the ScreenDeviceNameChanged event.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameWindow.OrientationChanged">
|
|
||||||
<summary>Describes the event raised when the display orientation of the GameWindow changes. When this event occurs, the XNA Framework automatically adjusts the game orientation based on the value specified by the developer with SupportedOrientations.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameWindow.ScreenDeviceName">
|
|
||||||
<summary>Gets the device name of the screen the window is currently in.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GameWindow.ScreenDeviceNameChanged">
|
|
||||||
<summary>Raised when the GameWindow moves to a different display.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.SetSupportedOrientations(Microsoft.Xna.Framework.DisplayOrientation)">
|
|
||||||
<summary>Sets the supported display orientations.</summary>
|
|
||||||
<param name="orientations">A set of supported display orientations.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GameWindow.SetTitle(System.String)">
|
|
||||||
<summary>Sets the title of the GameWindow.</summary>
|
|
||||||
<param name="title">The new title of the GameWindow.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GameWindow.Title">
|
|
||||||
<summary>Gets and sets the title of the system window.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceInformation">
|
|
||||||
<summary>Holds the settings for creating a graphics device on Windows.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.#ctor">
|
|
||||||
<summary>Initializes a new instance of this class.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.Adapter">
|
|
||||||
<summary>Specifies which graphics adapter to create the device on.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Clone">
|
|
||||||
<summary>Creates a clone of this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Equals(System.Object)">
|
|
||||||
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
|
|
||||||
<param name="obj">The Object to compare with the current GraphicsDeviceInformation.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.GetHashCode">
|
|
||||||
<summary>Gets the hash code for this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.GraphicsProfile">
|
|
||||||
<summary>Gets the graphics profile, which determines the graphics feature set.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.PresentationParameters">
|
|
||||||
<summary>Specifies the presentation parameters to use when creating a graphics device.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceManager">
|
|
||||||
<summary>Handles the configuration and management of the graphics device.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.#ctor(Microsoft.Xna.Framework.Game)">
|
|
||||||
<summary>Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game.</summary>
|
|
||||||
<param name="game">Game the GraphicsDeviceManager should be associated with.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ApplyChanges">
|
|
||||||
<summary>Applies any changes to device-related properties, changing the graphics device as necessary.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.CanResetDevice(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
|
|
||||||
<summary>Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device.</summary>
|
|
||||||
<param name="newDeviceInfo">Information describing the desired device configuration.</param>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferHeight">
|
|
||||||
<summary>Specifies the default minimum back-buffer height.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferWidth">
|
|
||||||
<summary>Specifies the default minimum back-buffer width.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceCreated">
|
|
||||||
<summary>Raised when a new graphics device is created.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceDisposing">
|
|
||||||
<summary>Raised when the GraphicsDeviceManager is being disposed.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceReset">
|
|
||||||
<summary>Raised when the GraphicsDeviceManager is reset.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceResetting">
|
|
||||||
<summary>Raised when the GraphicsDeviceManager is about to be reset.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Dispose(System.Boolean)">
|
|
||||||
<summary>Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources.</summary>
|
|
||||||
<param name="disposing">true to release both automatic and manual resources; false to release only manual resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.Disposed">
|
|
||||||
<summary>Raised when the GraphicsDeviceManager is disposed.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.FindBestDevice(System.Boolean)">
|
|
||||||
<summary>Finds the best device configuration that is compatible with the current device preferences.</summary>
|
|
||||||
<param name="anySuitableDevice">true if the FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice">
|
|
||||||
<summary>Gets the GraphicsDevice associated with the GraphicsDeviceManager.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsProfile">
|
|
||||||
<summary>Gets the graphics profile, which determines the graphics feature set.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.IsFullScreen">
|
|
||||||
<summary>Gets or sets a value that indicates whether the device should start in full-screen mode.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#BeginDraw">
|
|
||||||
<summary>Prepares the GraphicsDevice to draw.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#CreateDevice">
|
|
||||||
<summary>Called to ensure that the device manager has created a valid device.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#EndDraw">
|
|
||||||
<summary>Called by the game at the end of drawing and presents the final rendering.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceCreated(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when a device is created. Raises the DeviceCreated event.</summary>
|
|
||||||
<param name="sender">The GraphicsDeviceManager.</param>
|
|
||||||
<param name="args">Arguments for the DeviceCreated event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceDisposing(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when a device is being disposed. Raises the DeviceDisposing event.</summary>
|
|
||||||
<param name="sender">The GraphicsDeviceManager.</param>
|
|
||||||
<param name="args">Arguments for the DeviceDisposing event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceReset(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when the device has been reset. Raises the DeviceReset event.</summary>
|
|
||||||
<param name="sender">The GraphicsDeviceManager.</param>
|
|
||||||
<param name="args">Arguments for the DeviceReset event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceResetting(System.Object,System.EventArgs)">
|
|
||||||
<summary>Called when the device is about to be reset. Raises the DeviceResetting event.</summary>
|
|
||||||
<param name="sender">The GraphicsDeviceManager.</param>
|
|
||||||
<param name="args">Arguments for the DeviceResetting event.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnPreparingDeviceSettings(System.Object,Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs)">
|
|
||||||
<summary>Called when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). Raises the PreparingDeviceSettings event.</summary>
|
|
||||||
<param name="sender">The GraphicsDeviceManager.</param>
|
|
||||||
<param name="args">The graphics device information to modify.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferMultiSampling">
|
|
||||||
<summary />
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferFormat">
|
|
||||||
<summary>Gets or sets the format of the back buffer.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferHeight">
|
|
||||||
<summary>Gets or sets the preferred back-buffer height.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferWidth">
|
|
||||||
<summary>Gets or sets the preferred back-buffer width.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredDepthStencilFormat">
|
|
||||||
<summary>Gets or sets the format of the depth stencil.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings">
|
|
||||||
<summary>Raised when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice).</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.RankDevices(System.Collections.Generic.List{Microsoft.Xna.Framework.GraphicsDeviceInformation})">
|
|
||||||
<summary>Ranks the given list of devices that satisfy the given preferences.</summary>
|
|
||||||
<param name="foundDevices">The list of devices to rank.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SupportedOrientations">
|
|
||||||
<summary>Gets or sets the display orientations that are available if automatic rotation and scaling is enabled.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SynchronizeWithVerticalRetrace">
|
|
||||||
<summary>Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting the back buffer.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.System#IDisposable#Dispose">
|
|
||||||
<summary>Releases all resources used by the GraphicsDeviceManager class.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ToggleFullScreen">
|
|
||||||
<summary>Toggles between full screen and windowed mode.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.IDrawable">
|
|
||||||
<summary>Defines the interface for a drawable game component.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.IDrawable.Draw(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary>Draws the IDrawable. Reference page contains links to related conceptual articles.</summary>
|
|
||||||
<param name="gameTime">Snapshot of the game's timing state.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.IDrawable.DrawOrder">
|
|
||||||
<summary>The order in which to draw this object relative to other objects. Objects with a lower value are drawn first.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.IDrawable.DrawOrderChanged">
|
|
||||||
<summary>Raised when the DrawOrder property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.IDrawable.Visible">
|
|
||||||
<summary>Indicates whether IDrawable.Draw should be called in Game.Draw for this game component.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.IDrawable.VisibleChanged">
|
|
||||||
<summary>Raised when the Visible property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.IGameComponent">
|
|
||||||
<summary>Defines an interface for game components.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.IGameComponent.Initialize">
|
|
||||||
<summary>Called when the component should be initialized. This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.IGraphicsDeviceManager">
|
|
||||||
<summary>Defines the interface for an object that manages a GraphicsDevice.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw">
|
|
||||||
<summary>Starts the drawing of a frame.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice">
|
|
||||||
<summary>Called to ensure that the device manager has created a valid device.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.EndDraw">
|
|
||||||
<summary>Called by the game at the end of drawing; presents the final rendering.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.IUpdateable">
|
|
||||||
<summary>Defines an interface for a game component that should be updated in Game.Update.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.IUpdateable.Enabled">
|
|
||||||
<summary>Indicates whether the game component's Update method should be called in Game.Update.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.IUpdateable.EnabledChanged">
|
|
||||||
<summary>Raised when the Enabled property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.IUpdateable.Update(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary>Called when the game component should be updated.</summary>
|
|
||||||
<param name="gameTime">Snapshot of the game's timing state.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.IUpdateable.UpdateOrder">
|
|
||||||
<summary>Indicates when the game component should be updated relative to other game components. Lower values are updated first.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.IUpdateable.UpdateOrderChanged">
|
|
||||||
<summary>Raised when the UpdateOrder property changes.</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.LaunchParameters">
|
|
||||||
<summary>The start up parameters for launching a Windows Phone or Windows game.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.LaunchParameters.#ctor">
|
|
||||||
<summary>Initializes a new instance of LaunchParameters.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs">
|
|
||||||
<summary>Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.#ctor(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
|
|
||||||
<summary>Creates a new instance of PreparingDeviceSettingsEventArgs.</summary>
|
|
||||||
<param name="graphicsDeviceInformation">Information about the GraphicsDevice.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.GraphicsDeviceInformation">
|
|
||||||
<summary>Information about the GraphicsDevice.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent">
|
|
||||||
<summary>Wraps the functionality of the GamerServicesDispatcher.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.#ctor(Microsoft.Xna.Framework.Game)">
|
|
||||||
<summary>Creates a new GamerServicesComponent.</summary>
|
|
||||||
<param name="game">The game that will be associated with this component.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
|
|
||||||
<summary>Initializes the GamerServicesDispatcher.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
|
||||||
<summary>Updates the GamerServicesDispatcher.</summary>
|
|
||||||
<param name="gameTime">The game timing state.</param>
|
|
||||||
</member>
|
|
||||||
</members>
|
|
||||||
</doc>
|
|
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|
@ -1,252 +0,0 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<doc>
|
|
||||||
<members>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
|
||||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
|
||||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
|
||||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
|
||||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
|
||||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
|
||||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
|
||||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
|
||||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
|
||||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
|
||||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
|
||||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
|
||||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
|
||||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
|
||||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
|
||||||
<summary>Represents no gestures.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
|
||||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
|
||||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
|
||||||
<summary>The user briefly touched a single point on the screen.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
|
||||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
|
||||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
|
||||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="touches">Array of touch locations.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Adds a TouchLocation to the collection.</summary>
|
|
||||||
<param name="item">TouchLocation to add.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
|
||||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
|
||||||
<param name="item">Touch location to be checked against the current collection.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
|
||||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
|
||||||
<param name="array">Array receiving the copied touch location.</param>
|
|
||||||
<param name="arrayIndex">Target index of the collection.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
|
||||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
|
||||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
|
||||||
<param name="id">ID of touch location sought.</param>
|
|
||||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
|
||||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
|
||||||
<param name="item">TouchLocation to locate in the collection.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
|
||||||
<param name="index">Index in the touch collection for the new item.</param>
|
|
||||||
<param name="item">TouchLocation to be inserted.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
|
||||||
<summary>Indicates if the touch screen is available for use.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
|
||||||
<summary>Determines if the touch location array is read-only.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
|
||||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
|
||||||
<param name="index">Index of the touch location to return.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
|
||||||
<param name="item">TouchLocation to be removed.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
|
||||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
|
||||||
<param name="index">Index of the TouchLocation to remove.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
|
||||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
|
||||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
|
||||||
<summary>Gets the current element in the TouchCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
|
||||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
|
||||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
|
||||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
|
||||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
|
||||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
|
||||||
<param name="id">ID of the new touch location.</param>
|
|
||||||
<param name="state">State of the new touch location.</param>
|
|
||||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
|
||||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
|
||||||
<param name="id">ID of the new touch location.</param>
|
|
||||||
<param name="state">State of the new touch location.</param>
|
|
||||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
|
||||||
<param name="previousState">Previous state for the new touch location.</param>
|
|
||||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
|
||||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
|
||||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
|
||||||
<param name="obj">The Object to compare with the touch location.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
|
||||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
|
||||||
<summary>Gets the ID of the touch location.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
|
||||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
|
||||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
|
||||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
|
||||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
|
||||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
|
||||||
<summary>Gets the position of the touch location.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
|
||||||
<summary>Gets the state of the touch location.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
|
||||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
|
||||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
|
||||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
|
||||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
|
||||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
|
||||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
|
||||||
<summary>This touch location position is new.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
|
||||||
<summary>This touch location position was released.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
|
||||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
|
||||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
|
||||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
|
||||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
|
||||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
|
||||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
|
||||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
|
||||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
|
||||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
|
||||||
<summary>The window handle of the touch panel.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
|
||||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
|
||||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
|
||||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
|
||||||
</member>
|
|
||||||
</members>
|
|
||||||
</doc>
|
|
Binary file not shown.
|
@ -1,283 +0,0 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<doc>
|
|
||||||
<members>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.AudioCategory">
|
|
||||||
<summary>Represents a particular category of sounds. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(Microsoft.Xna.Framework.Audio.AudioCategory)">
|
|
||||||
<summary>Determines whether the specified AudioCategory is equal to this AudioCategory.</summary>
|
|
||||||
<param name="other">AudioCategory to compare with this instance.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(System.Object)">
|
|
||||||
<summary>Determines whether the specified Object is equal to this AudioCategory.</summary>
|
|
||||||
<param name="obj">Object to compare with this instance.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.GetHashCode">
|
|
||||||
<summary>Gets the hash code for this instance.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.AudioCategory.Name">
|
|
||||||
<summary>Specifies the friendly name of this category.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Equality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
|
|
||||||
<summary>Determines whether the specified AudioCategory instances are equal.</summary>
|
|
||||||
<param name="value1">Object to the left of the equality operator.</param>
|
|
||||||
<param name="value2">Object to the right of the equality operator.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Inequality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
|
|
||||||
<summary>Determines whether the specified AudioCategory instances are not equal.</summary>
|
|
||||||
<param name="value1">Object to the left of the inequality operator.</param>
|
|
||||||
<param name="value2">Object to the right of the inequality operator.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Pause">
|
|
||||||
<summary>Pauses all sounds associated with this category.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Resume">
|
|
||||||
<summary>Resumes all paused sounds associated with this category.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.SetVolume(System.Single)">
|
|
||||||
<summary>Sets the volume of all sounds associated with this category. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="volume">Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue. Volume levels map to decibels (dB) as shown in the following table. VolumeDescription 0.0f-96 dB (silence) 1.0f +0 dB (full volume as authored) 2.0f +6 dB (6 dB greater than authored)</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
|
|
||||||
<summary>Stops all sounds associated with this category.</summary>
|
|
||||||
<param name="options">Enumerated value specifying how the sounds should be stopped.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.ToString">
|
|
||||||
<summary>Returns a String representation of this AudioCategory.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.AudioEngine">
|
|
||||||
<summary>Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String)">
|
|
||||||
<summary>Initializes a new instance of this class, using a path to an XACT global settings file.</summary>
|
|
||||||
<param name="settingsFile">Path to a global settings file.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String,System.TimeSpan,System.String)">
|
|
||||||
<summary>Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration.</summary>
|
|
||||||
<param name="settingsFile">Path to a global settings file.</param>
|
|
||||||
<param name="lookAheadTime">Interactive audio and branch event look-ahead time, in milliseconds.</param>
|
|
||||||
<param name="rendererId">A string that specifies the audio renderer to use.</param>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Audio.AudioEngine.ContentVersion">
|
|
||||||
<summary>Specifies the current content version.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose(System.Boolean)">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Audio.AudioEngine.Disposing">
|
|
||||||
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Finalize">
|
|
||||||
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetCategory(System.String)">
|
|
||||||
<summary>Gets an audio category. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="name">Friendly name of the category to get.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetGlobalVariable(System.String)">
|
|
||||||
<summary>Gets the value of a global variable. Reference page contains links to related conceptual articles.</summary>
|
|
||||||
<param name="name">Friendly name of the variable.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.IsDisposed">
|
|
||||||
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.RendererDetails">
|
|
||||||
<summary>Gets a collection of audio renderers.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.SetGlobalVariable(System.String,System.Single)">
|
|
||||||
<summary>Sets the value of a global variable.</summary>
|
|
||||||
<param name="name">Value of the global variable.</param>
|
|
||||||
<param name="value">Friendly name of the global variable.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Update">
|
|
||||||
<summary>Performs periodic work required by the audio engine. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.AudioStopOptions">
|
|
||||||
<summary>Controls how Cue objects should stop when Stop is called.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.AsAuthored">
|
|
||||||
<summary>Indicates the cue should stop normally, playing any release phase or transition specified in the content.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.Immediate">
|
|
||||||
<summary>Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.Cue">
|
|
||||||
<summary>Defines methods for managing the playback of sounds. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Apply3D(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
|
|
||||||
<summary>Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample.</summary>
|
|
||||||
<param name="listener">The listener to calculate.</param>
|
|
||||||
<param name="emitter">The emitter to calculate.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Audio.Cue.Disposing">
|
|
||||||
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.GetVariable(System.String)">
|
|
||||||
<summary>Gets a cue-instance variable value based on its friendly name.</summary>
|
|
||||||
<param name="name">Friendly name of the variable.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsCreated">
|
|
||||||
<summary>Returns whether the cue has been created.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsDisposed">
|
|
||||||
<summary>Gets a value indicating whether the object has been disposed.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPaused">
|
|
||||||
<summary>Returns whether the cue is currently paused.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPlaying">
|
|
||||||
<summary>Returns whether the cue is playing.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPrepared">
|
|
||||||
<summary>Returns whether the cue is prepared to play.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPreparing">
|
|
||||||
<summary>Returns whether the cue is preparing to play.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopped">
|
|
||||||
<summary>Returns whether the cue is currently stopped.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopping">
|
|
||||||
<summary>Returns whether the cue is stopping playback.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.Cue.Name">
|
|
||||||
<summary>Returns the friendly name of the cue.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Pause">
|
|
||||||
<summary>Pauses playback. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Play">
|
|
||||||
<summary>Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Resume">
|
|
||||||
<summary>Resumes playback of a paused Cue. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.SetVariable(System.String,System.Single)">
|
|
||||||
<summary>Sets the value of a cue-instance variable based on its friendly name.</summary>
|
|
||||||
<param name="name">Friendly name of the variable to set.</param>
|
|
||||||
<param name="value">Value to assign to the variable.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
|
|
||||||
<summary>Stops playback of a Cue. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="options">Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions.</param>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.RendererDetail">
|
|
||||||
<summary>Represents an audio renderer, which is a device that can render audio to a user.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.Equals(System.Object)">
|
|
||||||
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
|
|
||||||
<param name="obj">Object to compare to this object.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.FriendlyName">
|
|
||||||
<summary>Gets the human-readable name for the renderer.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.GetHashCode">
|
|
||||||
<summary>Gets the hash code for this instance.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Equality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
|
|
||||||
<summary>Compares two objects to determine whether they are the same.</summary>
|
|
||||||
<param name="left">Object to the left of the equality operator.</param>
|
|
||||||
<param name="right">Object to the right of the equality operator.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Inequality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
|
|
||||||
<summary>Compares two objects to determine whether they are different.</summary>
|
|
||||||
<param name="left">Object to the left of the inequality operator.</param>
|
|
||||||
<param name="right">Object to the right of the inequality operator.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.RendererId">
|
|
||||||
<summary>Specifies the string that identifies the renderer.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.ToString">
|
|
||||||
<summary>Retrieves a string representation of this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.SoundBank">
|
|
||||||
<summary>Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
|
|
||||||
<summary>Initializes a new instance of this class using a sound bank from file.</summary>
|
|
||||||
<param name="audioEngine">Audio engine that will be associated with this sound bank.</param>
|
|
||||||
<param name="filename">Path to the sound bank file.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose(System.Boolean)">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Audio.SoundBank.Disposing">
|
|
||||||
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Finalize">
|
|
||||||
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.GetCue(System.String)">
|
|
||||||
<summary>Gets a cue from the sound bank. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="name">Friendly name of the cue to get.</param>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsDisposed">
|
|
||||||
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsInUse">
|
|
||||||
<summary>Returns whether the sound bank is currently in use.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String)">
|
|
||||||
<summary>Plays a cue. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="name">Name of the cue to play.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String,Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
|
|
||||||
<summary>Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related code samples.</summary>
|
|
||||||
<param name="name">Name of the cue to play.</param>
|
|
||||||
<param name="listener">AudioListener that specifies listener 3D audio information.</param>
|
|
||||||
<param name="emitter">AudioEmitter that specifies emitter 3D audio information.</param>
|
|
||||||
</member>
|
|
||||||
<member name="T:Microsoft.Xna.Framework.Audio.WaveBank">
|
|
||||||
<summary>Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
|
|
||||||
<summary>Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file.</summary>
|
|
||||||
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
|
|
||||||
<param name="nonStreamingWaveBankFilename">Path to the wave bank file to load.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String,System.Int32,System.Int16)">
|
|
||||||
<summary>Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters.</summary>
|
|
||||||
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
|
|
||||||
<param name="streamingWaveBankFilename">Path to the wave bank file to stream from.</param>
|
|
||||||
<param name="offset">Offset within the wave bank data file. This offset must be DVD sector aligned.</param>
|
|
||||||
<param name="packetsize">Stream packet size, in sectors, to use for each stream. The minimum value is 2.</param>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose(System.Boolean)">
|
|
||||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
|
||||||
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
|
||||||
</member>
|
|
||||||
<member name="E:Microsoft.Xna.Framework.Audio.WaveBank.Disposing">
|
|
||||||
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
|
||||||
<param name="" />
|
|
||||||
</member>
|
|
||||||
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Finalize">
|
|
||||||
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsDisposed">
|
|
||||||
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsInUse">
|
|
||||||
<summary>Returns whether the wave bank is currently in use.</summary>
|
|
||||||
</member>
|
|
||||||
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsPrepared">
|
|
||||||
<summary>Returns whether the wave bank is prepared to play.</summary>
|
|
||||||
</member>
|
|
||||||
</members>
|
|
||||||
</doc>
|
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||||||
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||||||
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\bin\Debug\Microsoft.Xna.Framework.Xact.xml
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\obj\Debug\Save_Anywhere_V2.csprojResolveAssemblyReference.cache
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\obj\Debug\Save_Anywhere_V2.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Save_Anywhere_V2\Save_Anywhere_V2\obj\Debug\Save_Anywhere_V2.pdb
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Reference in New Issue