Changed File Tree Structure. Started new modding approach.

This commit is contained in:
janavarro95 2016-07-08 23:39:44 -07:00
parent cd0691cdf8
commit 2014b88fef
172 changed files with 77450 additions and 54113 deletions

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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}") = "Fall28 Snow Day", "Fall28 Snow Day\Fall28 Snow Day.csproj", "{F173EF74-887F-41F4-B3DC-A66A44E80213}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
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{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.Build.0 = Release|Any CPU
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HideSolutionNode = FALSE
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
using StardewValley;
namespace Fall28_Snow_Day
{
public class Class1:Mod
{
public override void Entry(params object[] objects)
{
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
{
if (StardewValley.Game1.dayOfMonth == 27 && Game1.IsFall == true)
{
Log.Success("Weather checker now!!!");
Game1.weatherForTomorrow = Game1.weather_snow;
}
}
}
}

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<?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>{F173EF74-887F-41F4-B3DC-A66A44E80213}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Fall28_Snow_Day</RootNamespace>
<AssemblyName>Fall28 Snow Day</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</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="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" />
</ItemGroup>
<ItemGroup>
<Compile Include="Class1.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>

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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("Fall28 Snow Day")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Fall28 Snow Day")]
[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("f173ef74-887f-41f4-b3dc-a66a44e80213")]
// 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")]

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<?xml version="1.0"?>
<doc>
<assembly>
<name>StardewModdingAPI</name>
</assembly>
<members>
<member name="M:StardewModdingAPI.Command.#ctor(System.String,System.String,System.String[])">
<summary>
Creates a Command from a Name, Description, and Arguments
</summary>
<param name="cname">Name</param>
<param name="cdesc">Description</param>
<param name="args">Arguments</param>
</member>
<member name="M:StardewModdingAPI.Command.CallCommand(System.String)">
<summary>
Calls the specified command. (It runs the command)
</summary>
<param name="input">The command to run</param>
</member>
<member name="M:StardewModdingAPI.Command.RegisterCommand(System.String,System.String,System.String[])">
<summary>
Registers a command to the list of commands properly
</summary>
<param name="command">Name of the command to register</param>
<param name="cdesc">Description</param>
<param name="args">Arguments (these are purely for viewing so that a user can see what an argument needs to be)</param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Command.FindCommand(System.String)">
<summary>
Looks up a command in the list of registered commands. Returns null if it doesn't exist (I think)
</summary>
<param name="name">Name of command to find</param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Command.Fire">
<summary>
Runs a command. Fires it. Calls it. Any of those.
</summary>
</member>
<member name="M:StardewModdingAPI.Config.LoadConfig``1">
<summary>
Loads the config from the json blob on disk, updating and re-writing to the disk if needed.
</summary>
<typeparam name="T"></typeparam>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Config.GenerateDefaultConfig``1">
<summary>
MUST be implemented in inheriting class!
</summary>
</member>
<member name="M:StardewModdingAPI.Config.UpdateConfig``1">
<summary>
Merges a default-value config with the user-config on disk.
</summary>
<typeparam name="T"></typeparam>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.ConfigExtensions.InitializeConfig``1(``0,System.String)">
<summary>
Initializes an instance of any class that inherits from Config.
This method performs the loading, saving, and merging of the config on the disk and in memory at a default state.
This method should not be used to re-load or to re-save a config.
NOTE: You MUST set your config EQUAL to the return of this method!
</summary>
<typeparam name="T"></typeparam>
<param name="baseConfig"></param>
<param name="configLocation"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.ConfigExtensions.WriteConfig``1(``0)">
<summary>
Writes a config to a json blob on the disk specified in the config's properties.
</summary>
</member>
<member name="M:StardewModdingAPI.ConfigExtensions.ReloadConfig``1(``0)">
<summary>
Re-reads the json blob on the disk and merges its values with a default config.
NOTE: You MUST set your config EQUAL to the return of this method!
</summary>
</member>
<member name="T:StardewModdingAPI.Constants">
<summary>
Static class containing readonly values.
</summary>
</member>
<member name="F:StardewModdingAPI.Constants.ModsLoaded">
<summary>
Not quite "constant", but it makes more sense for it to be here, at least for now
</summary>
</member>
<member name="P:StardewModdingAPI.Constants.DataPath">
<summary>
Stardew Valley's roaming app data location.
%AppData%//StardewValley
</summary>
</member>
<member name="P:StardewModdingAPI.Constants.ExecutionPath">
<summary>
Execution path to execute the code.
</summary>
</member>
<member name="P:StardewModdingAPI.Constants.ConsoleTitle">
<summary>
Title for the API console
</summary>
</member>
<member name="P:StardewModdingAPI.Constants.LogDir">
<summary>
Path for log files to be output to.
%LocalAppData%//StardewValley//ErrorLogs
</summary>
</member>
<member name="P:StardewModdingAPI.Constants.EnableDrawingIntoRenderTarget">
<summary>
Whether or not to enable the Render Target drawing code offered by ClxS
Do not mark as 'const' or else 'if' checks will complain that the expression is always true in ReSharper
</summary>
</member>
<member name="P:StardewModdingAPI.Constants.EnableCompletelyOverridingBaseCalls">
<summary>
Completely overrides the base game's draw call to the one is SGame
</summary>
</member>
<member name="T:StardewModdingAPI.Entities.SPlayer">
<summary>
Static class for intergrating with the player
</summary>
</member>
<member name="P:StardewModdingAPI.Entities.SPlayer.AllFarmers">
<summary>
Calls 'getAllFarmers' in Game1
</summary>
</member>
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmer">
<summary>
Do not use.
</summary>
</member>
<member name="P:StardewModdingAPI.Entities.SPlayer.Player">
<summary>
Gets the current player from Game1
</summary>
</member>
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmerLocation">
<summary>
Gets the player's current location from Game1
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.UpdateTick">
<summary>
Fires every update (1/60 of a second)
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.SecondUpdateTick">
<summary>
Fires every other update (1/30 of a second)
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.FourthUpdateTick">
<summary>
Fires every fourth update (1/15 of a second)
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.EighthUpdateTick">
<summary>
Fires every eighth update (roughly 1/8 of a second)
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.QuarterSecondTick">
<summary>
Fires every fifthteenth update (1/4 of a second)
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.HalfSecondTick">
<summary>
Fires every thirtieth update (1/2 of a second)
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GameEvents.OneSecondTick">
<summary>
Fires every sixtieth update (a second)
</summary>
</member>
<member name="T:StardewModdingAPI.Events.GraphicsEvents">
<summary>
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.Resize">
<summary>
Occurs when the form (game) is resized.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderEvent">
<summary>
Occurs before anything is drawn.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEvent">
<summary>
Occurs before the GUI is drawn.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEvent">
<summary>
Occurs after the GUI is drawn.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEvent">
<summary>
Occurs before the HUD is drawn.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEvent">
<summary>
Occurs after the HUD is drawn.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderEvent">
<summary>
Occurs after everything is drawn.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEventNoCheck">
<summary>
Occurs before the GUI is drawn. Does not check for conditional statements.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEventNoCheck">
<summary>
Occurs after the GUI is drawn. Does not check for conditional statements.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEventNoCheck">
<summary>
Occurs before the HUD is drawn. Does not check for conditional statements.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEventNoCheck">
<summary>
Occurs after the HUD is drawn. Does not check for conditional statements.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.GraphicsEvents.DrawDebug">
<summary>
Draws when SGame.Debug is true. F3 toggles this.
Game1.spriteBatch.Begin() is pre-called.
Do not make end or begin calls to the spritebatch.
If you are only trying to add debug information, use SGame.DebugMessageQueue in your Update loop.
</summary>
</member>
<member name="E:StardewModdingAPI.Events.TimeEvents.OnNewDay">
<summary>
Occurs when Game1.newDay changes. True directly before saving, and False directly after.
</summary>
</member>
<member name="M:StardewModdingAPI.Inheritance.Menus.SBobberBar.#ctor(System.Int32,System.Single,System.Boolean,System.Int32)">
<summary>
DO NOT CONSTRUCT THIS CLASS
To retrieve an instance of SBobberBar, use SBobberBar.ConstructFromBaseClass()
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.bobberPosition">
<summary>
The green rectangle bar that moves up and down
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.distanceFromCatching">
<summary>
The green bar on the right. How close to catching the fish you are
Range: 0 - 1 | 1 = catch, 0 = fail
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.treasure">
<summary>
Whether or not a treasure chest appears
</summary>
</member>
<member name="T:StardewModdingAPI.Inheritance.SGame">
<summary>
The 'SGame' class.
This summary, and many others, only exists because XML doc tags.
</summary>
</member>
<member name="F:StardewModdingAPI.Inheritance.SGame.LowestModItemID">
<summary>
Useless right now.
</summary>
</member>
<member name="F:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedButtons">
<summary>
Gets a jagged array of all buttons pressed on the gamepad the prior frame.
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.ModItems">
<summary>
Useless at this time.
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.KStateNow">
<summary>
The current KeyboardState
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.KStatePrior">
<summary>
The prior KeyboardState
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.MStateNow">
<summary>
The current MouseState
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.MStatePrior">
<summary>
The prior MouseState
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentlyPressedKeys">
<summary>
All keys pressed on the current frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedKeys">
<summary>
All keys pressed on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.FramePressedKeys">
<summary>
All keys pressed on this frame except for the ones pressed on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.FrameReleasedKeys">
<summary>
All keys pressed on the prior frame except for the ones pressed on the current frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyLoadedGame">
<summary>
Whether or not a save was tagged as 'Loaded' the prior frame.
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocations">
<summary>
The list of GameLocations on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLocationObjects">
<summary>
The list of GameObjects on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousItems">
<summary>
The list of Items in the player's inventory on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousCombatLevel">
<summary>
The player's Combat level on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmingLevel">
<summary>
The player's Farming level on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFishingLevel">
<summary>
The player's Fishing level on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousForagingLevel">
<summary>
The player's Foraging level on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMiningLevel">
<summary>
The player's Mining level on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLuckLevel">
<summary>
The player's Luck level on the prior frame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocation">
<summary>
The player's previous game location
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousActiveMenu">
<summary>
The previous ActiveGameMenu in Game1
</summary>
</member>
<member name="F:StardewModdingAPI.Inheritance.SGame.WasMenuClosedInvoked">
<summary>
Indicates if the MenuClosed event was fired to prevent it from re-firing.
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMineLevel">
<summary>
The previous mine level
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousTimeOfDay">
<summary>
The previous TimeOfDay (Int32 between 600 and 2400?)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousDayOfMonth">
<summary>
The previous DayOfMonth (Int32 between 1 and 28?)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousSeasonOfYear">
<summary>
The previous Season (String as follows: "winter", "spring", "summer", "fall")
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousYearOfGame">
<summary>
The previous Year
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousIsNewDay">
<summary>
The previous result of Game1.newDay
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmer">
<summary>
The previous 'Farmer' (Player)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentUpdateTick">
<summary>
The current index of the update tick. Recycles every 60th tick to 0. (Int32 between 0 and 59)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.FirstUpdate">
<summary>
Whether or not this update frame is the very first of the entire game
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.Screen">
<summary>
The current RenderTarget in Game1 (Private field, uses reflection)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.BgColour">
<summary>
The current Colour in Game1 (Private field, uses reflection)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.Instance">
<summary>
Static accessor for an Instance of the class SGame
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.FramesPerSecond">
<summary>
The game's FPS. Re-determined every Draw update.
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.Debug">
<summary>
Whether or not we're in a pseudo 'debug' mode. Mostly for displaying information like FPS.
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentFarmer">
<summary>
The current player (equal to Farmer.Player)
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.GetStaticFields">
<summary>
Gets ALL static fields that belong to 'Game1'
</summary>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Whether or not a button was just pressed on the controller
</summary>
<param name="button"></param>
<param name="buttonState"></param>
<param name="stateIndex"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Whether or not a button was just released on the controller
</summary>
<param name="button"></param>
<param name="buttonState"></param>
<param name="stateIndex"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Whether or not an analog button was just pressed on the controller
</summary>
<param name="button"></param>
<param name="value"></param>
<param name="stateIndex"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Whether or not an analog button was just released on the controller
</summary>
<param name="button"></param>
<param name="value"></param>
<param name="stateIndex"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.GetButtonsDown(Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Gets an array of all Buttons pressed on a joystick
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFramePressedButtons(Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Gets all buttons that were pressed on the current frame of a joystick
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFrameReleasedButtons(Microsoft.Xna.Framework.PlayerIndex)">
<summary>
Gets all buttons that were released on the current frame of a joystick
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawFarmBuildings">
<summary>
</summary>
</member>
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawHUD">
<summary>
</summary>
</member>
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawDialogueBox">
<summary>
</summary>
</member>
<member name="P:StardewModdingAPI.Inheritance.SGame.ZoomLevelIsOne">
<summary>
Whether or not the game's zoom level is 1.0f
</summary>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.Initialize">
<summary>
XNA Init Method
</summary>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.LoadContent">
<summary>
XNA LC Method
</summary>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
XNA Update Method
</summary>
<param name="gameTime"></param>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.Draw(Microsoft.Xna.Framework.GameTime)">
<summary>
XNA Draw Method
</summary>
<param name="gameTime"></param>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeBasePrivateInstancedMethod(System.String,System.Object[])">
<summary>
Invokes a private, non-static method in Game1 via Reflection
</summary>
<param name="name">The name of the method</param>
<param name="parameters">Any parameters needed</param>
<returns>Whatever the method normally returns. Null if void.</returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeMethodInfo(System.Reflection.MethodInfo,System.Object[])">
<summary>
Invokes a given method info with the supplied parameters
</summary>
<param name="mi"></param>
<param name="parameters"></param>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Inheritance.SGame.QueueDebugMessage(System.String)">
<summary>
Queue's a message to be drawn in Debug mode (F3)
</summary>
<returns></returns>
</member>
<member name="M:StardewModdingAPI.Log.CurrentDomain_UnhandledException(System.Object,System.UnhandledExceptionEventArgs)">
<summary>
Catch unhandled exception from the application
</summary>
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
</member>
<member name="M:StardewModdingAPI.Log.Application_ThreadException(System.Object,System.Threading.ThreadExceptionEventArgs)">
<summary>
Catch thread exception from the application
</summary>
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
</member>
<member name="M:StardewModdingAPI.Log.SyncColour(System.Object,System.ConsoleColor)">
<summary>
NOTICE: Sync logging is discouraged. Please use Async instead.
</summary>
<param name="message">Message to log</param>
<param name="colour">Colour of message</param>
</member>
<member name="T:StardewModdingAPI.LogWriter">
<summary>
A Logging class implementing the Singleton pattern and an internal Queue to be flushed perdiodically
</summary>
</member>
<member name="M:StardewModdingAPI.LogWriter.#ctor">
<summary>
Private to prevent creation of other instances
</summary>
</member>
<member name="P:StardewModdingAPI.LogWriter.Instance">
<summary>
Exposes _instace and creates a new one if it is null
</summary>
</member>
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(System.String)">
<summary>
Writes into the ConcurrentQueue the Message specified
</summary>
<param name="message">The message to write to the log</param>
</member>
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(StardewModdingAPI.LogInfo)">
<summary>
Writes into the ConcurrentQueue the Entry specified
</summary>
<param name="logEntry">The logEntry to write to the log</param>
</member>
<member name="M:StardewModdingAPI.LogWriter.FlushLog">
<summary>
Flushes the ConcurrentQueue to the log file specified in Constants
</summary>
</member>
<member name="T:StardewModdingAPI.LogInfo">
<summary>
A struct to store the message and the Date and Time the log entry was created
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.Name">
<summary>
The name of your mod.
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.Authour">
<summary>
The name of the mod's authour.
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.Version">
<summary>
The version of the mod.
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.Description">
<summary>
A description of the mod.
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.UniqueID">
<summary>
The unique ID of the mod. It doesn't *need* to be anything.
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.PerSaveConfigs">
<summary>
Whether or not the mod uses per-save-config files.
</summary>
</member>
<member name="P:StardewModdingAPI.Manifest.EntryDll">
<summary>
The name of the DLL in the directory that has the Entry() method.
</summary>
</member>
<member name="P:StardewModdingAPI.Mod.Manifest">
<summary>
The mod's manifest
</summary>
</member>
<member name="P:StardewModdingAPI.Mod.PathOnDisk">
<summary>
Where the mod is located on the disk.
</summary>
</member>
<member name="P:StardewModdingAPI.Mod.BaseConfigPath">
<summary>
A basic path to store your mod's config at.
</summary>
</member>
<member name="P:StardewModdingAPI.Mod.PerSaveConfigFolder">
<summary>
A basic path to where per-save configs are stored
</summary>
</member>
<member name="P:StardewModdingAPI.Mod.PerSaveConfigPath">
<summary>
A basic path to store your mod's config at, dependent on the current save.
The Manifest must allow for per-save configs. This is to keep from having an
empty directory in every mod folder.
</summary>
</member>
<member name="M:StardewModdingAPI.Mod.Entry(System.Object[])">
<summary>
A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
</summary>
</member>
<member name="M:StardewModdingAPI.Program.Main(System.String[])">
<summary>
Main method holding the API execution
</summary>
<param name="args"></param>
</member>
<member name="M:StardewModdingAPI.Program.ConfigureUI">
<summary>
Set up the console properties
</summary>
</member>
<member name="M:StardewModdingAPI.Program.ConfigurePaths">
<summary>
Setup the required paths and logging
</summary>
</member>
<member name="M:StardewModdingAPI.Program.ConfigureSDV">
<summary>
Load Stardev Valley and control features
</summary>
</member>
<member name="M:StardewModdingAPI.Program.GameRunInvoker">
<summary>
Wrap the 'RunGame' method for console output
</summary>
</member>
<member name="M:StardewModdingAPI.Program.VerifyPath(System.String)">
<summary>
Create the given directory path if it does not exist
</summary>
<param name="path">Desired directory path</param>
</member>
</members>
</doc>

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C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Fall28 Snow Day.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Fall28 Snow Day.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Stardew Valley.exe
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\StardewModdingAPI.exe
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Game.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\xTile.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Xact.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Steamworks.NET.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Newtonsoft.Json.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\StardewModdingAPI.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\StardewModdingAPI.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Game.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Xact.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Newtonsoft.Json.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\obj\Debug\Fall28 Snow Day.csprojResolveAssemblyReference.cache
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\obj\Debug\Fall28 Snow Day.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\obj\Debug\Fall28 Snow Day.pdb

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{
"Name": "Fall28 Snow Day",
"Authour": "Omegasis",
"Version": {
"MajorVersion": 0,
"MinorVersion": 0,
"PatchVersion": 0,
"Build": ""
},
"Description": "Makes it snow on Fall 28 which makes a good explanation for all the snow.",
"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
"PerSaveConfigs": false,
"EntryDll": "Fall28 Snow Day.dll"
}

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