Added way to run events concurrently so that things like viewport panning can happen at the same time as something else.
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1b1b6d227a
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@ -23,7 +23,7 @@ namespace Omegasis.HappyBirthday.Framework
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EventHelper e = new EventHelper("CommunityCenterBirthday",19950, conditions, new EventStartData(EventStartData.MusicToPlayType.Continue, 32, 16, new EventStartData.FarmerData(32, 22, EventHelper.FacingDirection.Up),new List<EventStartData.NPCData>()));
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e.globalFadeIn();
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e.moveFarmerUp(6, EventHelper.FacingDirection.Up, false);
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e.ViewportLerpTileOffset(new Microsoft.Xna.Framework.Point(0,-6),60*6);
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e.ViewportLerpTileOffset(new Microsoft.Xna.Framework.Point(0,-6),60*6,true);
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e.addObjectToPlayersInventory(64, 22,true);
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e.showMessage("Community center birthday here.");
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@ -58,7 +58,7 @@ namespace StardustCore.Events
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/// <param name="EventHelper"></param>
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/// <param name="NewTilePositionOffset"></param>
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/// <param name="Speed">How many frames (aka update ticks) it takes to finish. Aka 60~=1 second</param>
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public static void ViewportLerpTileOffset(this EventHelper EventHelper, Point NewTilePositionOffset, int Frames=60)
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public static void ViewportLerpTileOffset(this EventHelper EventHelper, Point NewTilePositionOffset, int Frames=60,bool Concurrent=false)
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{
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StringBuilder b = new StringBuilder();
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b.Append("Omegasis.EventFramework.ViewportLerp ");
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@ -67,6 +67,8 @@ namespace StardustCore.Events
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b.Append((NewTilePositionOffset.Y * Game1.tileSize));
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b.Append(" ");
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b.Append(Frames);
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b.Append(" ");
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b.Append(Concurrent);
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EventHelper.add(b);
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}
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@ -17,16 +17,18 @@ namespace StardustCore.Events
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/// <summary>
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/// Event logic that occurs when the specialized command appears.
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/// </summary>
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public Dictionary<string, Action<string>> customEventLogic;
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public Dictionary<string, Action<EventManager,string>> customEventLogic;
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public Dictionary<string, Action<EventManager,string>> concurrentEventActions;
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public bool eventStarted;
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public EventManager()
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{
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this.events = new Dictionary<string, EventHelper>();
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this.customEventLogic = new Dictionary<string, Action<string>>();
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this.customEventLogic = new Dictionary<string, Action<EventManager,string>>();
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this.concurrentEventActions = new Dictionary<string, Action<EventManager,string>>();
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this.customEventLogic.Add("Omegasis.EventFramework.AddObjectToPlayersInventory", ExtraEventActions.addObjectToPlayerInventory);
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this.customEventLogic.Add("Omegasis.EventFramework.ViewportLerp", ExtraEventActions.ViewportLerp);
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@ -46,11 +48,17 @@ namespace StardustCore.Events
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/// </summary>
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/// <param name="CommandName"></param>
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/// <param name="Function"></param>
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public void addCustomEventLogic(string CommandName,Action<string> Function)
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public void addCustomEventLogic(string CommandName,Action<EventManager,string> Function)
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{
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this.customEventLogic.Add(CommandName, Function);
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}
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public void addConcurrentEvent(string EventData,Action<EventManager,string> Function)
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{
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this.concurrentEventActions.Add(EventData, Function);
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}
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/// <summary>
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/// Hooked into the game's update tick.
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/// </summary>
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@ -59,9 +67,23 @@ namespace StardustCore.Events
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if (Game1.CurrentEvent == null) return;
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string commandName = this.getGameCurrentEventCommandStringName();
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//HappyBirthday.ModMonitor.Log("Current event command name is: " + commandName, StardewModdingAPI.LogLevel.Info);
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foreach(KeyValuePair<string,Action<EventManager,string>> pair in this.concurrentEventActions)
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{
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pair.Value.Invoke(this,pair.Key);
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}
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if (string.IsNullOrEmpty(commandName)) return;
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if (this.customEventLogic.ContainsKey(commandName)){
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this.customEventLogic[commandName].Invoke(this.getGameCurrentEventCommandString());
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this.customEventLogic[commandName].Invoke(this,this.getGameCurrentEventCommandString());
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}
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}
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public virtual void finishConcurrentEvent(string Key)
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{
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if (this.concurrentEventActions.ContainsKey(Key))
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{
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this.concurrentEventActions.Remove(Key);
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}
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}
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@ -22,7 +22,7 @@ namespace StardustCore.Events
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/// Adds the item from Game1.ObjectInformation to the player's inventory from the given event string.
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/// </summary>
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/// <param name="EventData"></param>
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public static void addObjectToPlayerInventory(string EventData)
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public static void addObjectToPlayerInventory(EventManager EventManager,string EventData)
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{
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string[] splits = EventData.Split(' ');
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string name = splits[0];
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@ -34,7 +34,7 @@ namespace StardustCore.Events
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Game1.CurrentEvent.CurrentCommand++;
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}
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public static void ViewportLerp(string EventData)
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public static void ViewportLerp(EventManager EventManager,string EventData)
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{
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string[] splits = EventData.Split(' ');
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string name = splits[0];
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@ -42,6 +42,15 @@ namespace StardustCore.Events
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int xEndPosition =Convert.ToInt32(splits[1]);
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int yEndPosition = Convert.ToInt32(splits[2]);
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int frames = Convert.ToInt32(splits[3]);
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bool concurrent = Convert.ToBoolean(splits[4]);
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if (concurrent)
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{
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if (EventManager.concurrentEventActions.ContainsKey(EventData)==false)
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{
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EventManager.addConcurrentEvent(EventData, ViewportLerp);
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++Game1.CurrentEvent.CurrentCommand; //I've been told ++<int> is more efficient than <int>++;
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}
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}
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if (StartedLerp==false)
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{
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@ -58,7 +67,11 @@ namespace StardustCore.Events
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OldViewportPosition = new Point(0, 0);
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CurrentViewportLerpAmount = 0;
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StartedLerp = false;
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++Game1.CurrentEvent.CurrentCommand; //I've been told ++<int> is more efficient than <int>++;
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if(concurrent==false)++Game1.CurrentEvent.CurrentCommand; //I've been told ++<int> is more efficient than <int>++;
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else
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{
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EventManager.finishConcurrentEvent(EventData);
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}
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return;
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}
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Vector2 currentLerp = Vector2.Lerp(new Vector2(OldViewportPosition.X, OldViewportPosition.Y), new Vector2(OldViewportPosition.X + xEndPosition, OldViewportPosition.Y + yEndPosition), (float)((float)CurrentViewportLerpAmount/(float)frames));
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