Updates to NoMorePets, SnowDay, NightOwl, and a new mod CurrentLocation
This commit is contained in:
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@ -1,20 +1,20 @@
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Player: Night Owl Config. Feel free to edit.
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====================================================================================
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Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?
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True
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Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.
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True
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Warp to collapse position?: True: Stay in the same place. False: Warp back home.
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True
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Keep Money?: True: Don't be charged for passing out.
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True
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Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?
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True
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Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?
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True
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Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.
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True
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Player: Night Owl Config. Feel free to edit.
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====================================================================================
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Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?
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True
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Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.
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True
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Warp to collapse position?: True: Stay in the same place. False: Warp back home.
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True
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Keep Money?: True: Don't be charged for passing out.
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True
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Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?
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True
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Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?
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True
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Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.
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True
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@ -1,14 +1,14 @@
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{
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"Name": "Stardew_NightOwl",
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"Authour": "Alpha_Omegasis",
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"Version": {
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"MajorVersion": 1,
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"MinorVersion": 1,
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"PatchVersion": 0,
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"Build": ""
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},
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"Description": "Allows the farmer to stay up all night.",
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"UniqueID": "SaveAnywhere",
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"PerSaveConfigs": false,
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"EntryDll": "Stardew_NightOwl.dll"
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{
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"Name": "Stardew_NightOwl",
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"Authour": "Alpha_Omegasis",
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"Version": {
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"MajorVersion": 1,
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"MinorVersion": 1,
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"PatchVersion": 0,
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"Build": ""
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},
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"Description": "Allows the farmer to stay up all night.",
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"UniqueID": "SaveAnywhere",
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"PerSaveConfigs": false,
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"EntryDll": "Stardew_NightOwl.dll"
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}
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@ -1,16 +1,16 @@
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Night Owl
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Version:1.1.0
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Version:1.2.0
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Published: 7/4/16 1:37 PM
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Updated: 9/5/16 12:50 PM
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Updated: 10/21/16 12:35 AM
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Compatability:
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Stardew Valley 1.0.7 Windows
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Stardew Valley 1.1.0 Windows
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SMAPI 0.40.0
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SMAPI 0.40.0 1.1-3
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Description:
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@ -37,6 +37,9 @@ Yes this compatibility file is incompatible with other mods that edit the Fish.x
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Update Info:
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1.2.0
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-Updated to SDV 1.1
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1.1.0
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-Added a bug/error catching system that should help prevent the mod from outright crashing, and instead just dump some error logic to the mod's folder for better debgging in the future.
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@ -1,22 +1,22 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.24720.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Stardew_NightOwl", "Stardew_NightOwl\Stardew_NightOwl.csproj", "{C7E7043F-C823-4FDD-9F4E-7CC255751246}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.24720.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Stardew_NightOwl", "Stardew_NightOwl\Stardew_NightOwl.csproj", "{C7E7043F-C823-4FDD-9F4E-7CC255751246}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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@ -1,451 +1,451 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using StardewValley;
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using StardewModdingAPI;
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using System.IO;
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using Newtonsoft.Json;
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/*TODO:
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*/
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/*
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Issues:
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-Mail can't be wiped without destroying all mail.
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-Lighting transition does not work if it is raining.
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-set the weather to clear if you are stayig up late.
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-transition still doesnt work. However atleast it is dark now.
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-Known glitched
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*/
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namespace Stardew_NightOwl
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{
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public class Class1 : Mod
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{
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int player_x;
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int player_y;
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string prior_map;
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bool reset_check;
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bool was_raining;
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bool time_reset;
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int prior_money;
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int post_money;
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float pre_stam;
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int pre_health;
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bool lighting_transition; //if true transition happens. If false, game starts out bright at 2AM. Good to remove that awkward change from dark to bright.
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bool warp;
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bool stay_up;
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bool wipe_mail;
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bool protect_money;
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bool persistant_health;
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bool persistant_stamina;
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bool game_loaded;
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bool once;
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bool up_late;
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bool first_check;
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bool warped_check;
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bool super_map_warping_check;
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public static string ModPath;
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public static string Error_Path;
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public override void Entry(params object[] objects)
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{
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StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
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StardewModdingAPI.Events.TimeEvents.OnNewDay += TimeEvents_DayOfMonthChanged;
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
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ModPath = PathOnDisk;
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Error_Path = Path.Combine(ModPath, "Error_Logs");
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}
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public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
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{
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/*
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IMPLEMENT TRY CATCH SYSTEM HERE;
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*/
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try
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{
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if (Game1.eventUp == true) return;
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if (game_loaded == false) return;
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if (Game1.timeOfDay == 600)
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{
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if (once==true)
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{
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// Log.AsyncM("NEW MONEY" + Game1.player.money);
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// Game1.player.money = Game1.player.money + post_money;
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once = false;
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}
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}
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if (warped_check == false)
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{
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if (warp == true)
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{
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Log.Info("Warping!!!");
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if (prior_map == null)
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{
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warped_check = true;
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super_map_warping_check = true;
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return;
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}
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Game1.warpFarmer(prior_map, player_x, player_y, false);
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warped_check = true;
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super_map_warping_check = true;
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prior_map = null;
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}
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}
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}
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catch (Exception ex)
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{
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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{
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serializer.Serialize(writer2, this, typeof(Stardew_NightOwl.Class1));
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}
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}
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}
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catch (Exception exc)
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{
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Log.Info(exc);
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}
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Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
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}
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}
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public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
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{
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DataLoader();
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MyWritter();
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game_loaded = true;
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once = false;
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up_late = false;
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first_check = false;
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warped_check = true;
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super_map_warping_check = true;
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}
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public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsNewDay e)
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{
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/*
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IMPLEMENT TRY CATCH SYSTEM HERE
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*/
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try {
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if (game_loaded == false) return;
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if (first_check == false)
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{
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first_check = true;
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Log.Info("first");
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return;
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}
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else
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{
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first_check = false;
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Log.Info("Second");
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}
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if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
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reset_check = false;
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//Game1.farmerShouldPassOut = false; //make the farmer collapse.
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DataLoader();
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MyWritter();
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//List<string> newmail = new List<string>();
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Queue<string> newmail = new Queue<string>();
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up_late = false;
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if (time_reset == true)
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{
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was_raining = false;
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if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
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if (persistant_health == true) Game1.player.health = pre_health;
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//post_money = Game1.player.money;
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if (protect_money == true) {
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Game1.player.money += post_money;
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once = true;
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} //add the money back from colapsing.
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time_reset = false; //reset my bool.
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if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
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// very_old_money = (safety_cash - Game1.player.money);
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//Game1.player.money += very_old_money;
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}
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if (wipe_mail == true)
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{
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foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
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{
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Log.Info(i);
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if (i.Contains("passedOut"))
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{
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Log.Info("Found bad mail");
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}
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else {
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newmail.Enqueue(i);
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}
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}
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Game1.mailbox.Clear();
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foreach (string mail in newmail)
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{
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Game1.mailbox.Enqueue(mail);
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}
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}
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warped_check = false;
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//prior_map==null; //prevents multiple warping when sleeping
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}
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catch (Exception ex)
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{
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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{
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serializer.Serialize(writer2, this, typeof(Stardew_NightOwl.Class1));
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}
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}
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}
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catch (Exception exc)
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{
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Log.Info(exc);
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}
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Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
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}
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}
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public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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{
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/*
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Implement try catch system here.
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*/
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try {
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if (game_loaded == false) return;
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float color_mod;
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//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
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if (lighting_transition == true)
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{
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if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
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{
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color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
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Game1.outdoorLight = Game1.ambientLight * color_mod;
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}
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}
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if (stay_up == true)
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{
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if (Game1.timeOfDay == 2550)
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{
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if (StardewValley.Game1.isRaining == true)
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{
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was_raining = true;
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StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
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}
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StardewValley.Game1.updateWeatherIcon();
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Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
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}
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}
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if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
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{
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up_late = true;
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}
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if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
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{
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if (up_late == false)
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{
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return;
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}
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if (super_map_warping_check == true)
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{
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if (Game1.currentMinigame != null) Game1.currentMinigame = null;
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//if (time_reset == false) return;
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time_reset = true;
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player_x = Game1.player.getTileX();
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player_y = Game1.player.getTileY();
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prior_map = Game1.player.currentLocation.name;
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Log.Info(prior_map);
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Log.Info(player_x);
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Log.Info(player_y);
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super_map_warping_check = false;
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Game1.farmerShouldPassOut = true; //make the farmer collapse.
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pre_stam = Game1.player.stamina;
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pre_health = Game1.player.health;
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prior_money = Game1.player.money;
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if (Game1.player.money <= 10000)
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{
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post_money = prior_money / 10;
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}
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else
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{
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post_money = 1000;
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}
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}
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}
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}
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catch (Exception ex)
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{
|
||||
try
|
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
||||
{
|
||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
||||
{
|
||||
serializer.Serialize(writer2, this, typeof(Stardew_NightOwl.Class1));
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception exc)
|
||||
{
|
||||
Log.Info(exc);
|
||||
}
|
||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MyWritter()
|
||||
{
|
||||
//saves the BuildEndurance_data at the end of a new day;
|
||||
string myname = Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
|
||||
//string mylocation2 = mylocation + myname;
|
||||
string mylocation3 = mylocation + ".txt";
|
||||
string[] mystring3 = new string[20];
|
||||
if (!File.Exists(mylocation3))
|
||||
{
|
||||
Log.Info("The data file for Night Owl wasn't found. Time to create it!");
|
||||
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
|
||||
mystring3[3] = stay_up.ToString();
|
||||
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
|
||||
mystring3[5] = lighting_transition.ToString();
|
||||
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
|
||||
mystring3[7] = warp.ToString();
|
||||
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
|
||||
mystring3[9] = protect_money.ToString();
|
||||
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
|
||||
mystring3[11] = persistant_stamina.ToString();
|
||||
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
|
||||
mystring3[13] = persistant_health.ToString();
|
||||
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
|
||||
mystring3[15] = wipe_mail.ToString();
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Console.WriteLine("HEY IM SAVING DATA");
|
||||
//write out the info to a text file at the end of a day.
|
||||
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
|
||||
mystring3[3] = stay_up.ToString();
|
||||
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
|
||||
mystring3[5] = lighting_transition.ToString();
|
||||
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
|
||||
mystring3[7] = warp.ToString();
|
||||
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
|
||||
mystring3[9] = protect_money.ToString();
|
||||
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
|
||||
mystring3[11] = persistant_stamina.ToString();
|
||||
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
|
||||
mystring3[13] = persistant_health.ToString();
|
||||
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
|
||||
mystring3[15] = wipe_mail.ToString();
|
||||
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
}
|
||||
void DataLoader()
|
||||
{
|
||||
//loads the data to the variables upon loading the game.
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
|
||||
//string mylocation2 = mylocation + myname;
|
||||
string mylocation3 = mylocation + ".txt";
|
||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
||||
{
|
||||
Log.Info("Loading Night_Owl_Config");
|
||||
lighting_transition = true;
|
||||
warp = true;
|
||||
stay_up = true;
|
||||
|
||||
persistant_health = true;
|
||||
persistant_stamina = true;
|
||||
wipe_mail = true;
|
||||
protect_money = true;
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
|
||||
lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
|
||||
warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
|
||||
protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
|
||||
persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
|
||||
persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
|
||||
if (readtext[15] == "") wipe_mail = true;
|
||||
else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using StardewValley;
|
||||
using StardewModdingAPI;
|
||||
using System.IO;
|
||||
using Newtonsoft.Json;
|
||||
/*TODO:
|
||||
*/
|
||||
/*
|
||||
Issues:
|
||||
-Mail can't be wiped without destroying all mail.
|
||||
-Lighting transition does not work if it is raining.
|
||||
-set the weather to clear if you are stayig up late.
|
||||
-transition still doesnt work. However atleast it is dark now.
|
||||
|
||||
-Known glitched
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
namespace Stardew_NightOwl
|
||||
{
|
||||
public class Class1 : Mod
|
||||
{
|
||||
int player_x;
|
||||
int player_y;
|
||||
string prior_map;
|
||||
|
||||
bool reset_check;
|
||||
bool was_raining;
|
||||
bool time_reset;
|
||||
int prior_money;
|
||||
int post_money;
|
||||
float pre_stam;
|
||||
int pre_health;
|
||||
|
||||
bool lighting_transition; //if true transition happens. If false, game starts out bright at 2AM. Good to remove that awkward change from dark to bright.
|
||||
bool warp;
|
||||
bool stay_up;
|
||||
|
||||
bool wipe_mail;
|
||||
bool protect_money;
|
||||
bool persistant_health;
|
||||
bool persistant_stamina;
|
||||
|
||||
bool game_loaded;
|
||||
|
||||
bool once;
|
||||
bool up_late;
|
||||
|
||||
bool first_check;
|
||||
|
||||
bool warped_check;
|
||||
|
||||
bool super_map_warping_check;
|
||||
|
||||
|
||||
|
||||
public static string ModPath;
|
||||
public static string Error_Path;
|
||||
public override void Entry(params object[] objects)
|
||||
{
|
||||
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
|
||||
StardewModdingAPI.Events.TimeEvents.OnNewDay += TimeEvents_DayOfMonthChanged;
|
||||
|
||||
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
|
||||
StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
|
||||
ModPath = PathOnDisk;
|
||||
Error_Path = Path.Combine(ModPath, "Error_Logs");
|
||||
}
|
||||
|
||||
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
|
||||
{
|
||||
/*
|
||||
IMPLEMENT TRY CATCH SYSTEM HERE;
|
||||
|
||||
*/
|
||||
try
|
||||
{
|
||||
|
||||
if (Game1.eventUp == true) return;
|
||||
if (game_loaded == false) return;
|
||||
|
||||
if (Game1.timeOfDay == 600)
|
||||
{
|
||||
if (once==true)
|
||||
{
|
||||
// Log.AsyncM("NEW MONEY" + Game1.player.money);
|
||||
// Game1.player.money = Game1.player.money + post_money;
|
||||
once = false;
|
||||
}
|
||||
|
||||
}
|
||||
if (warped_check == false)
|
||||
{
|
||||
if (warp == true)
|
||||
{
|
||||
Log.Info("Warping!!!");
|
||||
if (prior_map == null)
|
||||
{
|
||||
warped_check = true;
|
||||
super_map_warping_check = true;
|
||||
return;
|
||||
}
|
||||
Game1.warpFarmer(prior_map, player_x, player_y, false);
|
||||
warped_check = true;
|
||||
super_map_warping_check = true;
|
||||
prior_map = null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
try
|
||||
{
|
||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
||||
{
|
||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
||||
{
|
||||
serializer.Serialize(writer2, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception exc)
|
||||
{
|
||||
Log.Info(exc);
|
||||
}
|
||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
|
||||
{
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
game_loaded = true;
|
||||
once = false;
|
||||
up_late = false;
|
||||
first_check = false;
|
||||
warped_check = true;
|
||||
super_map_warping_check = true;
|
||||
}
|
||||
|
||||
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsNewDay e)
|
||||
{
|
||||
/*
|
||||
IMPLEMENT TRY CATCH SYSTEM HERE
|
||||
|
||||
*/
|
||||
try {
|
||||
|
||||
if (game_loaded == false) return;
|
||||
if (first_check == false)
|
||||
{
|
||||
first_check = true;
|
||||
Log.Info("first");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
first_check = false;
|
||||
Log.Info("Second");
|
||||
}
|
||||
if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
|
||||
|
||||
reset_check = false;
|
||||
//Game1.farmerShouldPassOut = false; //make the farmer collapse.
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
//List<string> newmail = new List<string>();
|
||||
Queue<string> newmail = new Queue<string>();
|
||||
|
||||
up_late = false;
|
||||
|
||||
if (time_reset == true)
|
||||
{
|
||||
was_raining = false;
|
||||
if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
|
||||
if (persistant_health == true) Game1.player.health = pre_health;
|
||||
//post_money = Game1.player.money;
|
||||
if (protect_money == true) {
|
||||
|
||||
Game1.player.money += post_money;
|
||||
once = true;
|
||||
|
||||
|
||||
} //add the money back from colapsing.
|
||||
time_reset = false; //reset my bool.
|
||||
if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
|
||||
// very_old_money = (safety_cash - Game1.player.money);
|
||||
//Game1.player.money += very_old_money;
|
||||
}
|
||||
|
||||
if (wipe_mail == true)
|
||||
{
|
||||
foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
|
||||
{
|
||||
Log.Info(i);
|
||||
|
||||
if (i.Contains("passedOut"))
|
||||
{
|
||||
Log.Info("Found bad mail");
|
||||
}
|
||||
else {
|
||||
newmail.Enqueue(i);
|
||||
}
|
||||
}
|
||||
Game1.mailbox.Clear();
|
||||
foreach (string mail in newmail)
|
||||
{
|
||||
Game1.mailbox.Enqueue(mail);
|
||||
}
|
||||
}
|
||||
warped_check = false;
|
||||
//prior_map==null; //prevents multiple warping when sleeping
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
try
|
||||
{
|
||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
||||
{
|
||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
||||
{
|
||||
serializer.Serialize(writer2, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception exc)
|
||||
{
|
||||
Log.Info(exc);
|
||||
}
|
||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
|
||||
{
|
||||
/*
|
||||
Implement try catch system here.
|
||||
|
||||
*/
|
||||
try {
|
||||
if (game_loaded == false) return;
|
||||
float color_mod;
|
||||
//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
|
||||
|
||||
if (lighting_transition == true)
|
||||
{
|
||||
if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
|
||||
{
|
||||
color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
|
||||
Game1.outdoorLight = Game1.ambientLight * color_mod;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (stay_up == true)
|
||||
{
|
||||
if (Game1.timeOfDay == 2550)
|
||||
{
|
||||
if (StardewValley.Game1.isRaining == true)
|
||||
{
|
||||
was_raining = true;
|
||||
StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
|
||||
}
|
||||
StardewValley.Game1.updateWeatherIcon();
|
||||
Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
|
||||
{
|
||||
up_late = true;
|
||||
}
|
||||
|
||||
if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
|
||||
{
|
||||
|
||||
if (up_late == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (super_map_warping_check == true)
|
||||
{
|
||||
if (Game1.currentMinigame != null) Game1.currentMinigame = null;
|
||||
//if (time_reset == false) return;
|
||||
time_reset = true;
|
||||
player_x = Game1.player.getTileX();
|
||||
player_y = Game1.player.getTileY();
|
||||
prior_map = Game1.player.currentLocation.name;
|
||||
|
||||
Log.Info(prior_map);
|
||||
Log.Info(player_x);
|
||||
Log.Info(player_y);
|
||||
super_map_warping_check = false;
|
||||
|
||||
|
||||
Game1.farmerShouldPassOut = true; //make the farmer collapse.
|
||||
|
||||
pre_stam = Game1.player.stamina;
|
||||
pre_health = Game1.player.health;
|
||||
prior_money = Game1.player.money;
|
||||
|
||||
if (Game1.player.money <= 10000)
|
||||
{
|
||||
post_money = prior_money / 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
post_money = 1000;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
try
|
||||
{
|
||||
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
|
||||
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
|
||||
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
|
||||
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
|
||||
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
|
||||
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
|
||||
{
|
||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
||||
{
|
||||
serializer.Serialize(writer2, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception exc)
|
||||
{
|
||||
Log.Info(exc);
|
||||
}
|
||||
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MyWritter()
|
||||
{
|
||||
//saves the BuildEndurance_data at the end of a new day;
|
||||
string myname = Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
|
||||
//string mylocation2 = mylocation + myname;
|
||||
string mylocation3 = mylocation + ".txt";
|
||||
string[] mystring3 = new string[20];
|
||||
if (!File.Exists(mylocation3))
|
||||
{
|
||||
Log.Info("The data file for Night Owl wasn't found. Time to create it!");
|
||||
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
|
||||
mystring3[3] = stay_up.ToString();
|
||||
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
|
||||
mystring3[5] = lighting_transition.ToString();
|
||||
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
|
||||
mystring3[7] = warp.ToString();
|
||||
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
|
||||
mystring3[9] = protect_money.ToString();
|
||||
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
|
||||
mystring3[11] = persistant_stamina.ToString();
|
||||
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
|
||||
mystring3[13] = persistant_health.ToString();
|
||||
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
|
||||
mystring3[15] = wipe_mail.ToString();
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Console.WriteLine("HEY IM SAVING DATA");
|
||||
//write out the info to a text file at the end of a day.
|
||||
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
|
||||
mystring3[3] = stay_up.ToString();
|
||||
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
|
||||
mystring3[5] = lighting_transition.ToString();
|
||||
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
|
||||
mystring3[7] = warp.ToString();
|
||||
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
|
||||
mystring3[9] = protect_money.ToString();
|
||||
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
|
||||
mystring3[11] = persistant_stamina.ToString();
|
||||
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
|
||||
mystring3[13] = persistant_health.ToString();
|
||||
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
|
||||
mystring3[15] = wipe_mail.ToString();
|
||||
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
}
|
||||
void DataLoader()
|
||||
{
|
||||
//loads the data to the variables upon loading the game.
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
|
||||
//string mylocation2 = mylocation + myname;
|
||||
string mylocation3 = mylocation + ".txt";
|
||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
||||
{
|
||||
Log.Info("Loading Night_Owl_Config");
|
||||
lighting_transition = true;
|
||||
warp = true;
|
||||
stay_up = true;
|
||||
|
||||
persistant_health = true;
|
||||
persistant_stamina = true;
|
||||
wipe_mail = true;
|
||||
protect_money = true;
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
|
||||
lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
|
||||
warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
|
||||
protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
|
||||
persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
|
||||
persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
|
||||
if (readtext[15] == "") wipe_mail = true;
|
||||
else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,67 +1,68 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{C7E7043F-C823-4FDD-9F4E-7CC255751246}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Stardew_NightOwl</RootNamespace>
|
||||
<AssemblyName>Stardew_NightOwl</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
||||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
||||
<Reference Include="Newtonsoft.Json, Version=4.5.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\Desktop\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Stardew Valley">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewModdingAPI">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Class1.cs" />
|
||||
<Compile Include="Error_Handling.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{C7E7043F-C823-4FDD-9F4E-7CC255751246}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Stardew_NightOwl</RootNamespace>
|
||||
<AssemblyName>Stardew_NightOwl</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
||||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
||||
<Reference Include="Newtonsoft.Json, Version=4.5.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\Desktop\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Stardew Valley">
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewModdingAPI, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Class1.cs" />
|
||||
<Compile Include="Error_Handling.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -1,252 +1,252 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<doc>
|
||||
<members>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||||
<summary>Represents no gestures.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||||
<summary>The user briefly touched a single point on the screen.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||
<param name="touches">Array of touch locations.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Adds a TouchLocation to the collection.</summary>
|
||||
<param name="item">TouchLocation to add.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||
<param name="item">Touch location to be checked against the current collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||
<param name="array">Array receiving the copied touch location.</param>
|
||||
<param name="arrayIndex">Target index of the collection.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||
<param name="id">ID of touch location sought.</param>
|
||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to locate in the collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||
<param name="index">Index in the touch collection for the new item.</param>
|
||||
<param name="item">TouchLocation to be inserted.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||
<summary>Indicates if the touch screen is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||
<summary>Determines if the touch location array is read-only.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||
<param name="index">Index of the touch location to return.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to be removed.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||
<param name="index">Index of the TouchLocation to remove.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||
<summary>Gets the current element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
<param name="previousState">Previous state for the new touch location.</param>
|
||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||
<param name="obj">The Object to compare with the touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||
<summary>Gets the ID of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||
<summary>Gets the position of the touch location.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||
<summary>Gets the state of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
||||
<summary>This touch location position is new.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
||||
<summary>This touch location position was released.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||
<summary>The window handle of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||
</member>
|
||||
</members>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<doc>
|
||||
<members>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||||
<summary>Represents no gestures.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||||
<summary>The user briefly touched a single point on the screen.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||
<param name="touches">Array of touch locations.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Adds a TouchLocation to the collection.</summary>
|
||||
<param name="item">TouchLocation to add.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||
<param name="item">Touch location to be checked against the current collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||
<param name="array">Array receiving the copied touch location.</param>
|
||||
<param name="arrayIndex">Target index of the collection.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||
<param name="id">ID of touch location sought.</param>
|
||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to locate in the collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||
<param name="index">Index in the touch collection for the new item.</param>
|
||||
<param name="item">TouchLocation to be inserted.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||
<summary>Indicates if the touch screen is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||
<summary>Determines if the touch location array is read-only.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||
<param name="index">Index of the touch location to return.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to be removed.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||
<param name="index">Index of the TouchLocation to remove.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||
<summary>Gets the current element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
<param name="previousState">Previous state for the new touch location.</param>
|
||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||
<param name="obj">The Object to compare with the touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||
<summary>Gets the ID of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||
<summary>Gets the position of the touch location.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||
<summary>Gets the state of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
||||
<summary>This touch location position is new.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
||||
<summary>This touch location position was released.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||
<summary>The window handle of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Newtonsoft.Json.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Lidgren.Network.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Xact.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Steamworks.NET.dll
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|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.pdb
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,22 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CurrentLocationPopUp", "CurrentLocationPopUp\CurrentLocationPopUp.csproj", "{80C30B4F-D493-4A16-B723-CB475A24C2DD}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -0,0 +1,23 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
namespace CurrentLocationPopUp
|
||||
{
|
||||
public class Class1 :Mod
|
||||
{
|
||||
public override void Entry(params object[] objects)
|
||||
{
|
||||
StardewModdingAPI.Events.LocationEvents.CurrentLocationChanged += LocationEvents_CurrentLocationChanged;
|
||||
}
|
||||
|
||||
public void LocationEvents_CurrentLocationChanged(object sender, StardewModdingAPI.Events.EventArgsCurrentLocationChanged e)
|
||||
{
|
||||
if (Game1.player == null) return;
|
||||
if (Game1.player.currentLocation != null) Game1.showGlobalMessage("Current Location: "+Game1.player.currentLocation.name);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,61 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{80C30B4F-D493-4A16-B723-CB475A24C2DD}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>CurrentLocationPopUp</RootNamespace>
|
||||
<AssemblyName>CurrentLocationPopUp</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
||||
<Reference Include="Stardew Valley">
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewModdingAPI">
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Class1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
|
@ -0,0 +1,36 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("CurrentLocationPopUp")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("CurrentLocationPopUp")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2016")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("80c30b4f-d493-4a16-b723-cb475a24c2dd")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
@ -0,0 +1,31 @@
|
|||
CurrentLocation
|
||||
|
||||
Version:1.0.0
|
||||
|
||||
Published: 10/21/16 12:07 AM
|
||||
|
||||
Updated: 10/21/16 12:07 AM
|
||||
|
||||
Compatability:
|
||||
|
||||
Stardew Valley 1.1.0 Windows
|
||||
|
||||
SMAPI 0.40.0 1.1-3
|
||||
|
||||
Description:
|
||||
|
||||
A super simple mod that tells you the name of a location you enter whenever you enter a new one.
|
||||
|
||||
Installation:
|
||||
1.Download SMAPI
|
||||
2.Download the main mod file
|
||||
3.Download the mod Content file.
|
||||
4.Place the main mod content file at StardewValley/Mods\
|
||||
5.Run the game!
|
||||
|
||||
|
||||
Have fun!
|
||||
|
||||
Update Info:
|
||||
1.0.0
|
||||
-Initial Release
|
|
@ -31,10 +31,11 @@
|
|||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Stardew Valley">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewModdingAPI">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
<Reference Include="StardewModdingAPI, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
|
|
Binary file not shown.
|
@ -1,5 +1,20 @@
|
|||
Fall 28 Snow Day 1.0.0
|
||||
Fall 28 Snow Day 1.1.0
|
||||
|
||||
Posted on 7/9/16
|
||||
Updated 10/21/16 12:26 AM
|
||||
|
||||
Compatability:
|
||||
SDV 1.1
|
||||
SMAPI 0.40.0 1.1-3
|
||||
Windows
|
||||
|
||||
Descritption:
|
||||
|
||||
-Just a small mod that makes it snow on Fall 28th, which would explain why the town is covered in snow come the 1st of Winter.
|
||||
|
||||
Updates:
|
||||
1.1.0
|
||||
-Updated to SDV 1.1
|
||||
|
||||
1.0.0
|
||||
-Initial release.
|
|
@ -32,10 +32,11 @@
|
|||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
|
||||
<Reference Include="Stardew Valley">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewModdingAPI">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
<Reference Include="StardewModdingAPI, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -1,17 +1,21 @@
|
|||
NoMorePets
|
||||
|
||||
version: 1.0.0
|
||||
version: 1.1.0
|
||||
|
||||
Released: 8/1/16
|
||||
|
||||
Updated:8/1/16
|
||||
Updated:10/21/16 12:48 AM
|
||||
|
||||
Compatability:
|
||||
|
||||
Stardew Valley 1.0.7 Windows
|
||||
Stardew Valley 1.1.0 Windows
|
||||
|
||||
SMAPI 0.40.0
|
||||
SMAPI 0.40.0 1.1-3
|
||||
|
||||
Description: A simple mod that removes your pet from the game incase you somehow dupe it, or are annoyed with it.
|
||||
|
||||
Accidently duped my pet while modding. This helped clean up the issue for me.
|
||||
|
||||
Updates:
|
||||
1.1.0
|
||||
-updated to SDV 1.1
|
Loading…
Reference in New Issue