refactor BillboardAnywhere
This commit formats/documents/simplifies code, standardises naming conventions, etc.
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@ -1,96 +1,101 @@
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using System;
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using System.IO;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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using StardewValley.Menus;
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namespace Omegasis.BillboardAnywhere
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{
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public class Class1 : Mod
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/// <summary>The mod entry point.</summary>
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public class BillboardAnywhere : Mod
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{
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string key_binding = "B";
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/*********
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** Properties
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*********/
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/// <summary>The key which shows the billboard menu.</summary>
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private string KeyBinding = "B";
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bool game_loaded = false;
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/// <summary>Whether the player loaded a save.</summary>
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private bool IsGameLoaded;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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//set up all of my events here
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StardewModdingAPI.Events.SaveEvents.AfterLoad += SecondPlayerEvents_LoadedGame;
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StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
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SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
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ControlEvents.KeyPressed += this.ControlEvents_KeyPressed;
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}
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private void SecondPlayerEvents_LoadedGame(object sender, EventArgs e)
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked after the player loads a save.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void SaveEvents_AfterLoad(object sender, EventArgs e)
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{
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game_loaded = true;
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DataLoader_Settings();
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this.IsGameLoaded = true;
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this.LoadConfig();
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}
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public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
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/// <summary>The method invoked when the presses a keyboard button.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void ControlEvents_KeyPressed(object sender, EventArgsKeyPressed e)
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{
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if (Game1.player == null) return;
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if (Game1.player.currentLocation == null) return;
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if (game_loaded == false) return;
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if (Game1.player == null || Game1.player.currentLocation == null || this.IsGameLoaded == false || Game1.activeClickableMenu != null)
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return;
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if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
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{
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if (Game1.activeClickableMenu != null) return;
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my_menu();
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}
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// load menu if key pressed
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if (e.KeyPressed.ToString() == this.KeyBinding)
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Game1.activeClickableMenu = new Billboard();
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}
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void DataLoader_Settings()
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/// <summary>Load the configuration settings.</summary>
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void LoadConfig()
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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(Helper.DirectoryPath, "Billboard_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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string path = Path.Combine(this.Helper.DirectoryPath, "Billboard_Anywhere_Config.txt");
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if (!File.Exists(path)) //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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// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
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key_binding = "B";
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MyWritter_Settings();
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this.KeyBinding = "B";
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this.WriteConfig();
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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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string[] text = File.ReadAllLines(path);
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this.KeyBinding = Convert.ToString(text[3]);
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}
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}
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void MyWritter_Settings()
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/// <summary>Save the configuration settings.</summary>
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void WriteConfig()
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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(Helper.DirectoryPath, "Billboard_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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string path = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config.txt");
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string[] text = new string[20];
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if (!File.Exists(path))
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{
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Monitor.Log("Billboard_Anywhere: The Billboard Anywhere Config doesn't exist. Creating it now.");
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mystring3[0] = "Config: Billboard_Anywhere. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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text[0] = "Config: Billboard_Anywhere. Feel free to mess with these settings.";
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text[1] = "====================================================================================";
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text[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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text[3] = this.KeyBinding;
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File.WriteAllLines(path, text);
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}
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else
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{
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mystring3[0] = "Config: Billboard_Anywhere Info. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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text[0] = "Config: Billboard_Anywhere Info. Feel free to mess with these settings.";
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text[1] = "====================================================================================";
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text[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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text[3] = this.KeyBinding;
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File.WriteAllLines(path, text);
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}
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}
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void my_menu()
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{
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Game1.activeClickableMenu = new StardewValley.Menus.Billboard();
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}
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}
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}
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//end class
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