Serialization works a bit, just need to incorporate that into the recreate functions for objects.

This commit is contained in:
Joshua Navarro 2019-01-10 09:14:16 -08:00
parent 5b6d02babd
commit 49f06533b3
7 changed files with 58 additions and 30 deletions

View File

@ -13,7 +13,7 @@ namespace Revitalize.Framework.Graphics.Animations
public string currentAnimationName;
public int currentAnimationListIndex;
public List<Animation> currentAnimationList = new List<Animation>();
private Texture2DExtended objectTexture; ///Might not be necessary if I use the CoreObject texture sheet.
public Texture2DExtended objectTexture; ///Might not be necessary if I use the CoreObject texture sheet.
public Animation defaultDrawFrame;
public Animation currentAnimation;
public bool enabled;

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@ -49,7 +49,7 @@ namespace Revitalize.Framework.Objects
this.canBeSetIndoors = false;
this.canBeSetOutdoors = false;
this.animationManager = null;
this.animationManager = new AnimationManager();
this.drawPosition = Vector2.Zero;
this.drawColor = Color.White;
this.inventory = new InventoryManager();

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@ -31,7 +31,7 @@ namespace Revitalize.Framework.Objects.Furniture
}
public ChairMultiTiledObject(BasicItemInformation Info,Vector2 TilePosition,Dictionary<Vector2, StardewValley.Object> Objects) : base(Info, TilePosition, Objects) {
public ChairMultiTiledObject(BasicItemInformation Info,Vector2 TilePosition,Dictionary<Vector2, MultiTiledComponent> Objects) : base(Info, TilePosition, Objects) {
}
@ -42,11 +42,11 @@ namespace Revitalize.Framework.Objects.Furniture
public override void rotate()
{
Revitalize.ModCore.log("Rotate!");
foreach(KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach(KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
{
(pair.Value as ChairTileComponent).rotate();
}
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
{
(pair.Value as ChairTileComponent).checkForSpecialUpSittingAnimation();
}

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@ -69,7 +69,7 @@ namespace Revitalize.Framework.Objects.Furniture
if (this.CanSitHere)
{
Revitalize.ModCore.playerInfo.sittingInfo.sit(this.containerObject, this.TileLocation*Game1.tileSize);
foreach(KeyValuePair<Vector2, StardewValley.Object> pair in this.containerObject.objects)
foreach(KeyValuePair<Vector2, MultiTiledComponent> pair in this.containerObject.objects)
{
(pair.Value as ChairTileComponent).checkForSpecialUpSittingAnimation();
}

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@ -203,6 +203,8 @@ namespace Revitalize.Framework.Objects
/// <summary>What happens when the object is drawn at a tile location.</summary>
public override void draw(SpriteBatch spriteBatch, int x, int y, float alpha = 1f)
{
Revitalize.ModCore.log("DRAW THE THING!!!");
if (x <= -1)
{
spriteBatch.Draw(this.info.animationManager.getTexture(), Game1.GlobalToLocal(Game1.viewport, this.info.drawPosition), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)(this.TileLocation.Y * Game1.tileSize) / 10000f));

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@ -5,13 +5,12 @@ using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json;
using PyTK.CustomElementHandler;
using StardewValley;
using StardewValley.Objects;
namespace Revitalize.Framework.Objects
{
public class MultiTiledObject : CustomObject
{
public Dictionary<Vector2, StardewValley.Object> objects;
public Dictionary<Vector2, MultiTiledComponent> objects;
[JsonIgnore]
public Dictionary<MultiTiledComponent, Vector2> offSets;
@ -36,7 +35,7 @@ namespace Revitalize.Framework.Objects
public MultiTiledObject()
{
this.objects = new Dictionary<Vector2, StardewValley.Object>();
this.objects = new Dictionary<Vector2, MultiTiledComponent>();
this.offSets = new Dictionary<MultiTiledComponent, Vector2>();
this.guid = Guid.NewGuid();
}
@ -44,7 +43,7 @@ namespace Revitalize.Framework.Objects
public MultiTiledObject(BasicItemInformation info)
: base(info)
{
this.objects = new Dictionary<Vector2, StardewValley.Object>();
this.objects = new Dictionary<Vector2, MultiTiledComponent>();
this.offSets = new Dictionary<MultiTiledComponent, Vector2>();
this.guid = Guid.NewGuid();
}
@ -52,20 +51,20 @@ namespace Revitalize.Framework.Objects
public MultiTiledObject(BasicItemInformation info, Vector2 TileLocation)
: base(info, TileLocation)
{
this.objects = new Dictionary<Vector2, StardewValley.Object>();
this.objects = new Dictionary<Vector2, MultiTiledComponent>();
this.offSets = new Dictionary<MultiTiledComponent, Vector2>();
this.guid = Guid.NewGuid();
}
public MultiTiledObject(BasicItemInformation info, Vector2 TileLocation, Dictionary<Vector2, StardewValley.Object> ObjectsList)
public MultiTiledObject(BasicItemInformation info, Vector2 TileLocation, Dictionary<Vector2, MultiTiledComponent> ObjectsList)
: base(info, TileLocation)
{
this.objects = new Dictionary<Vector2, StardewValley.Object>();
this.objects = new Dictionary<Vector2, MultiTiledComponent>();
this.offSets = new Dictionary<MultiTiledComponent, Vector2>();
foreach (var v in ObjectsList)
{
MultiTiledComponent component = (MultiTiledComponent)v.Value.getOne();
this.addComponent(v.Key, component);
MultiTiledComponent component =(MultiTiledComponent) v.Value.getOne();
this.addComponent(v.Key, (component as MultiTiledComponent));
}
this.guid = Guid.NewGuid();
@ -76,12 +75,12 @@ namespace Revitalize.Framework.Objects
if (this.objects.ContainsKey(key))
return false;
this.objects.Add(key, obj);
this.offSets.Add(obj, key);
this.objects.Add(key, (obj as MultiTiledComponent));
this.offSets.Add((obj as MultiTiledComponent), key);
if (key.X > this.width) this.width = (int)key.X;
if (key.Y > this.height) this.height = (int)key.Y;
obj.containerObject = this;
obj.offsetKey = key;
(obj as MultiTiledComponent).containerObject = this;
(obj as MultiTiledComponent).offsetKey = key;
return true;
}
@ -96,13 +95,13 @@ namespace Revitalize.Framework.Objects
public override void draw(SpriteBatch spriteBatch, int x, int y, float alpha = 1)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
pair.Value.draw(spriteBatch, x + (int)pair.Key.X * Game1.tileSize, y + (int)pair.Key.Y * Game1.tileSize, alpha);
}
public override void draw(SpriteBatch spriteBatch, int xNonTile, int yNonTile, float layerDepth, float alpha = 1)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
pair.Value.draw(spriteBatch, xNonTile + (int)pair.Key.X * Game1.tileSize, yNonTile + (int)pair.Key.Y * Game1.tileSize, layerDepth, alpha);
//base.draw(spriteBatch, xNonTile, yNonTile, layerDepth, alpha);
@ -110,14 +109,14 @@ namespace Revitalize.Framework.Objects
public override void drawInMenu(SpriteBatch spriteBatch, Vector2 location, float scaleSize, float transparency, float layerDepth, bool drawStackNumber, Color c, bool drawShadow)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
pair.Value.drawInMenu(spriteBatch, location + (pair.Key * 16), 1.0f, transparency, layerDepth, drawStackNumber, c, drawShadow);
//base.drawInMenu(spriteBatch, location, scaleSize, transparency, layerDepth, drawStackNumber, c, drawShadow);
}
public override void drawWhenHeld(SpriteBatch spriteBatch, Vector2 objectPosition, Farmer f)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
pair.Value.drawWhenHeld(spriteBatch, objectPosition + (pair.Key * Game1.tileSize), f);
//base.drawWhenHeld(spriteBatch, objectPosition, f);
}
@ -130,7 +129,7 @@ namespace Revitalize.Framework.Objects
bool canPickUp = this.removeAndAddToPlayersInventory();
if (canPickUp)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
(pair.Value as MultiTiledComponent).removeFromLocation((pair.Value as MultiTiledComponent).location, pair.Key);
this.location = null;
}
@ -151,10 +150,10 @@ namespace Revitalize.Framework.Objects
public override bool placementAction(GameLocation location, int x, int y, Farmer who = null)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
{
pair.Value.placementAction(location, x + (int)pair.Key.X * Game1.tileSize, y + (int)pair.Key.Y * Game1.tileSize, who);
ModCore.log(pair.Value.TileLocation);
//ModCore.log(pair.Value.TileLocation);
}
this.location = location;
return true;
@ -163,7 +162,7 @@ namespace Revitalize.Framework.Objects
public override bool canBePlacedHere(GameLocation l, Vector2 tile)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach (KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
{
if (!pair.Value.canBePlacedHere(l, tile + pair.Key))
return false;
@ -230,7 +229,7 @@ namespace Revitalize.Framework.Objects
public void setAllAnimationsToDefault()
{
foreach(KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
foreach(KeyValuePair<Vector2, MultiTiledComponent> pair in this.objects)
{
string animationKey = (pair.Value as MultiTiledComponent) .generateDefaultRotationalAnimationKey();
if ((pair.Value as MultiTiledComponent).animationManager.animations.ContainsKey(animationKey))
@ -239,5 +238,15 @@ namespace Revitalize.Framework.Objects
}
}
}
public override bool canStackWith(Item other)
{
return false;
}
public override int maximumStackSize()
{
return 1;
}
}
}

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@ -20,6 +20,7 @@ using StardewValley.Objects;
namespace Revitalize
{
// TODO:
//Need to find a way to recreate objects again.
//Make guid object list to keep track of container objects on rebuild. Container objects have guid, on getAdditionalSaveData, store it. On rebuild keep a list, get a reference to container object, clear those objects, and reset them as we are rebuilting multiTiledComponents.
//
// -Multiple Lights On Object
@ -282,12 +283,28 @@ namespace Revitalize
var hello=Serializer.Deserialize<MultiTiledObject>(Path.Combine(this.Helper.DirectoryPath, (obj as MultiTiledObject).guid + ".json"));
MultiTiledObject hello=Serializer.Deserialize<MultiTiledObject>(Path.Combine(this.Helper.DirectoryPath, (obj as MultiTiledObject).guid + ".json"));
//(hello as MultiTiledObject).info.drawColor = Color.Blue;
customObjects["Omegasis.BigTiledTest"].info.drawColor = hello.info.drawColor;
Game1.player.addItemToInventory(hello);
if (hello == null) log("WTF");
else
{
log("AHHHH" + hello.name);
}
hello.info.drawColor = Color.Blue;
foreach(KeyValuePair<Vector2,MultiTiledComponent> pair in hello.objects){
pair.Value.containerObject = hello;
}
Game1.player.items.Add(hello);
Game1.activeClickableMenu = new StardewValley.Menus.ItemGrabMenu(new List<Item>()
{
hello
});
}