Initialized a better data scrape for speech bubbles.

This commit is contained in:
2018-08-16 17:32:40 -07:00
parent 5d35edea2b
commit 5852fc2ea0
1 changed files with 33 additions and 2 deletions

View File

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