Initialized a better data scrape for speech bubbles.
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@ -156,6 +156,8 @@ namespace Vocalization
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/// </summary>
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public static string previousDialogue;
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List<string> characterDialoguePaths = new List<string>();
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/// <summary>
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/// Simple Sound Manager class that handles playing and stoping dialogue.
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/// </summary>
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@ -510,7 +512,7 @@ namespace Vocalization
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VoicePath = voicePath; //Set a static reference to my voice files directory.
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List<string> characterDialoguePaths = new List<string>();
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//Get a list of all characters in the game and make voice directories for them in each supported translation of the mod.
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foreach (var loc in Game1.locations)
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@ -1293,7 +1295,7 @@ namespace Vocalization
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else if (cue.name == "SpeechBubbles")
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{
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foreach (var fileName in cue.dataFileNames)
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foreach (var fileName in cue.stringsFileNames)
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{
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ModMonitor.Log(" Scraping dialogue file: " + fileName, LogLevel.Info);
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string dialoguePath2 = Path.Combine(stringsPath, fileName);
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@ -1316,6 +1318,35 @@ namespace Vocalization
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}
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continue;
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}
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string basePath = ModHelper.DirectoryPath;
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string contentPath = Path.Combine(basePath, "Content");
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string audioPath = Path.Combine(contentPath, "Audio");
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string voicePath = Path.Combine(audioPath, "VoiceFiles");
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string[] dirs = Directory.GetDirectories(Path.Combine(voicePath,"English"));
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//Some additional scraping to put together better options for speech bubbles.
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foreach (var v in dirs)
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{
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string name = Path.GetFileName(v);
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4068", (object)name), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4065") + ", " + Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4066", (object)name), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4071", (object)name), new VoiceAudioOptions());
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}
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4060"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4072"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4063"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4064"), new VoiceAudioOptions());
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cue.addDialogue("Hey it's farmer, " + replacementStrings.farmerName,new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4062"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4061"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4060"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4059"), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4058"), new VoiceAudioOptions());
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}
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