Started work on new mod to add map events with code.
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using StardewModdingAPI;
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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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namespace MapEvents
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{
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public class MapEvents: Mod
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{
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public override void Entry(IModHelper helper)
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{
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}
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}
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}
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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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namespace MapEvents.Framework
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{
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class Delegates
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{
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public delegate void voidDel();
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public delegate void strDel(string s);
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public delegate void paramFunction(List<object> parameters);
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}
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}
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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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namespace MapEvents.Framework.FunctionEvents
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{
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/// <summary>
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/// Used to handle mouse interactions with button clicks and scrolling the mouse wheel.
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/// </summary>
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class MouseButtonEvents
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{
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/// <summary>
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/// Function that runs when the user left clicks.
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/// </summary>
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public functionEvent onLeftClick;
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/// <summary>
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/// Function that runs when the user right clicks.
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/// </summary>
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public functionEvent onRightClick;
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/// <summary>
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/// Function that runs when the user scrolls the mouse wheel.
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/// </summary>
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public functionEvent onMouseScroll;
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/// <summary>
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/// A constructor used to set a single function to a mouse button.
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/// </summary>
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/// <param name="clickFunction"></param>
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/// <param name="leftClick">If true the function is set to the left click. If false the function is set to the right click.</param>
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public MouseButtonEvents(functionEvent clickFunction, bool leftClick)
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{
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if (leftClick == true) this.onLeftClick = clickFunction;
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else this.onRightClick = clickFunction;
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}
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/// <summary>
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/// A constructor used to map functions to mouse clicks.
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/// </summary>
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/// <param name="OnLeftClick">A function to be ran when the mouse left clicks this position.</param>
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/// <param name="OnRightClick">A function to be ran when the mouse right clicks this position.</param>
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public MouseButtonEvents(functionEvent OnLeftClick, functionEvent OnRightClick)
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{
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this.onLeftClick = OnLeftClick;
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this.onRightClick = OnRightClick;
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}
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/// <summary>
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/// A constructor used to map functions to mouse clicks and scrolling the mouse wheel.
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/// </summary>
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/// <param name="OnLeftClick">A function to be ran when the mouse left clicks this position.</param>
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/// <param name="OnRightClick">A function to be ran when the mouse right clicks this position.</param>
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/// <param name="OnMouseScroll">A function to be ran when the user scrolls the mouse</param>
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public MouseButtonEvents(functionEvent OnLeftClick,functionEvent OnRightClick, functionEvent OnMouseScroll)
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{
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this.onLeftClick = OnLeftClick;
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this.onRightClick = OnRightClick;
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this.onMouseScroll = OnMouseScroll;
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}
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}
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}
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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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namespace MapEvents.Framework.FunctionEvents
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{
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/// <summary>
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/// Used to handle events that happens when a mouse enters/leaves a specified position.
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/// </summary>
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class MouseEntryLeaveEvent
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{
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/// <summary>
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/// A function that is called when a mouse enters a certain position.
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/// </summary>
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public functionEvent onMouseEnter;
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/// <summary>
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/// A function that is called when a mouse leaves a certain position.
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/// </summary>
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public functionEvent onMouseLeave;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="OnMouseEnter">The function that occurs when the mouse enters a certain position.</param>
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/// <param name="OnMouseLeave">The function that occurs when the mouse leaves a certain position.</param>
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public MouseEntryLeaveEvent(functionEvent OnMouseEnter, functionEvent OnMouseLeave)
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{
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this.onMouseEnter = OnMouseEnter;
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this.onMouseLeave = OnMouseLeave;
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}
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}
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}
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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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namespace MapEvents.Framework.FunctionEvents
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{
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/// <summary>
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/// Used to handle various functions that occur on player interaction.
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/// </summary>
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class PlayerEvents
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{
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/// <summary>
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/// Occurs when the player enters the same tile as this event.
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/// </summary>
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public functionEvent onPlayerEnter;
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/// <summary>
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/// Occurs when the player leaves the same tile as this event.
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/// </summary>
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public functionEvent onPlayerLeave;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="OnPlayerEnter"></param>
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/// <param name="OnPlayerLeave"></param>
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public PlayerEvents(functionEvent OnPlayerEnter, functionEvent OnPlayerLeave)
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{
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this.onPlayerEnter = OnPlayerEnter;
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this.onPlayerLeave = OnPlayerLeave;
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}
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}
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}
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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 static MapEvents.Framework.Delegates;
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namespace MapEvents.Framework
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{
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/// <summary>
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/// Used to pair a function and a parameter list using the super object class to run virtually any function for map events.
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/// </summary>
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class functionEvent
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{
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public paramFunction function;
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public List<object> parameters;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="Function">The function to be called when running an event.</param>
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/// <param name="Parameters">The list of system.objects to be used in the function. Can include objects,strings, ints, etc. Anything can be passed in as a parameter or can be passed in as empty. Passing in null will just create an empty list.</param>
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public functionEvent(paramFunction Function, List<object> Parameters)
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{
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if (this.parameters == null) this.parameters = new List<object>();
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this.function = Function;
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this.parameters = Parameters;
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}
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/// <summary>
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/// Runs the function with the passed in parameters.
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/// </summary>
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public void run()
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{
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this.function.Invoke(this.parameters);
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}
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/// <summary>
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/// Simply swaps out the old parameters list for a new one.
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/// </summary>
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/// <param name="newParameters"></param>
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public void updateParameters(List<object> newParameters)
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{
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this.parameters = newParameters;
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}
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}
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}
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using MapEvents.Framework.FunctionEvents;
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using Microsoft.Xna.Framework;
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using StardewValley;
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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 static MapEvents.Framework.Delegates;
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namespace MapEvents.Framework
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{
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class MapEvent
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{
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/// <summary>
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/// Make constructor that takes all parameters for a function.
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/// Make an update function that runs associated functions to check which events need to be ran.
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///
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/// //MAKE A MAP EVENT MANAGER TO HOLD GAME LOCATIONS AND A LIST OF MAP EVENTS!!!!!! Dic<Loc.List<Events>>
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/// </summary>
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public Vector2 tilePosition;
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public GameLocation location;
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public PlayerEvents playerEvents;
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public bool playerOnTile;
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public MouseButtonEvents mouseButtonEvents;
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public MouseEntryLeaveEvent mouseEntryLeaveEvents;
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public bool mouseOnTile;
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public bool doesInteractionNeedToRun;
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public bool loopInteraction;
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/// <summary>
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/// A simple map event that doesn't do anything.
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/// </summary>
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/// <param name="Location"></param>
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/// <param name="Position"></param>
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public MapEvent(GameLocation Location,Vector2 Position)
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{
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this.location = Location;
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this.tilePosition = Position;
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}
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/// <summary>
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/// Empty Constructor
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/// </summary>
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public MapEvent()
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{
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}
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/// <summary>
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/// A simple map function that runs when the player enters and leaves a tile. Set values to null for nothing to happen.
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/// </summary>
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/// <param name="Location">The game location where the event is. I.E Farm, Town, Mine etc.</param>
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/// <param name="position">The x,y position on the map the event is.</param>
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/// <param name="PlayerEvents">Handles various events that runs when the player enters/leaves a tile, etc.</param>
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public MapEvent(GameLocation Location,Vector2 position, PlayerEvents PlayerEvents)
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{
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this.location = Location;
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this.tilePosition = position;
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this.playerEvents = PlayerEvents;
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}
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/// <summary>
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/// A constructor that handles when the mouse leaves and enters a tile.
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/// </summary>
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/// <param name="Location">The game location where the event is.</param>
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/// <param name="Position">The x,y position of the tile at the game location.</param>
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/// <param name="mouseEvents">A class used to handle mouse entry/leave events.</param>
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public MapEvent(GameLocation Location, Vector2 Position, MouseEntryLeaveEvent mouseEvents)
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{
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this.location = Location;
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this.tilePosition = Position;
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this.mouseEntryLeaveEvents = mouseEvents;
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}
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/// <summary>
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/// A constructor that handles when the mouse leaves and enters a tile.
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/// </summary>
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/// <param name="Location">The game location where the event is.</param>
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/// <param name="Position">The x,y position of the tile at the game location.</param>
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/// <param name="mouseEvents">A class used to handle mouse click/scroll events.</param>
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public MapEvent(GameLocation Location, Vector2 Position, MouseButtonEvents mouseEvents)
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{
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this.location = Location;
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this.tilePosition = Position;
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this.mouseButtonEvents = mouseEvents;
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}
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/// <summary>
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/// Occurs when the player enters the same tile as this event. The function associated with this event is then ran.
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/// </summary>
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public void OnPlayerEnter()
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{
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this.playerOnTile = true;
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if (this.playerEvents.onPlayerEnter != null) this.playerEvents.onPlayerEnter.run();
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}
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/// <summary>
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/// Occurs when the player leaves the same tile that this event is on. The function associated with thie event is then ran.
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/// </summary>
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public void OnPlayerLeave()
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{
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this.playerOnTile = false;
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if (this.playerEvents.onPlayerLeave != null) this.playerEvents.onPlayerEnter.run();
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}
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/// <summary>
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/// Occurs when the player left clicks the same tile that this event is on.
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/// </summary>
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public void OnLeftClick()
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{
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if (this.mouseButtonEvents.onLeftClick != null) this.mouseButtonEvents.onLeftClick.run();
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}
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/// <summary>
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/// Occurs when the player right clicks the same tile that this event is on.
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/// </summary>
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public void OnRightClick()
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{
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if (this.mouseButtonEvents.onRightClick != null) this.mouseButtonEvents.onRightClick.run();
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}
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/// <summary>
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/// Occurs when the mouse tile position is the same as this event's x,y position.
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/// </summary>
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public void OnMouseEnter()
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{
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this.mouseOnTile = true;
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if (this.mouseEntryLeaveEvents.onMouseEnter != null) this.mouseEntryLeaveEvents.onMouseEnter.run();
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}
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/// <summary>
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/// Occurs when the mouse tile position leaves the the same x,y position as this event.
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/// </summary>
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public void OnMouseLeave()
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{
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this.mouseOnTile = false;
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if (this.mouseEntryLeaveEvents.onMouseLeave != null) this.mouseEntryLeaveEvents.onMouseLeave.run();
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}
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/// <summary>
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/// Occurs when the mouse is on the same position as the tile AND the user scrolls the mouse wheel.
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/// </summary>
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public void OnMouseScroll()
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{
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if (this.mouseButtonEvents.onMouseScroll != null) this.mouseButtonEvents.onMouseScroll.run();
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}
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/// <summary>
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/// Checks if the player is on the same tile as this event.
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/// </summary>
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/// <returns></returns>
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public bool isPlayerOnTile()
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{
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if (Game1.player.getTileX() == this.tilePosition.X && Game1.player.getTileY() == this.tilePosition.Y) return true;
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else return false;
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}
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/// <summary>
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/// Checks if the player is on the same tile as the event and then runs the associated event.
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/// </summary>
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public void isPlayerOnTileRunEvent()
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{
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if (isPlayerOnTile() == true) OnPlayerEnter();
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}
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/// <summary>
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/// If the player recently entered the tile and the player is no longer on this tile then the player left the tile. If that is true then run the leaving function.
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/// </summary>
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public void didPlayerLeaveTileRunEvent()
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{
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if (this.playerOnTile == true && isPlayerOnTile() == false) this.OnPlayerLeave();
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||||
|
<ProjectGuid>{BB737337-2D82-4245-AA46-F3B82FC6F228}</ProjectGuid>
|
||||||
|
<OutputType>Library</OutputType>
|
||||||
|
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||||
|
<RootNamespace>MapEvents</RootNamespace>
|
||||||
|
<AssemblyName>MapEvents</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="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="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
|
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||||
|
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||||
|
<PropertyGroup>
|
||||||
|
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||||
|
</Target>
|
||||||
|
<!-- 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("MapEvents")]
|
||||||
|
[assembly: AssemblyDescription("")]
|
||||||
|
[assembly: AssemblyConfiguration("")]
|
||||||
|
[assembly: AssemblyCompany("")]
|
||||||
|
[assembly: AssemblyProduct("MapEvents")]
|
||||||
|
[assembly: AssemblyCopyright("Copyright © 2018")]
|
||||||
|
[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("bb737337-2d82-4245-aa46-f3b82fc6f228")]
|
||||||
|
|
||||||
|
// 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 +1,4 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<packages>
|
||||||
|
<package id="Pathoschild.Stardew.ModBuildConfig" version="2.0.2" targetFramework="net45" />
|
||||||
|
</packages>
|
|
@ -45,6 +45,8 @@
|
||||||
<Compile Include="Animations\Animation.cs" />
|
<Compile Include="Animations\Animation.cs" />
|
||||||
<Compile Include="Animations\AnimationManager.cs" />
|
<Compile Include="Animations\AnimationManager.cs" />
|
||||||
<Compile Include="IlluminateFramework\Colors.cs" />
|
<Compile Include="IlluminateFramework\Colors.cs" />
|
||||||
|
<Compile Include="Math\Hex.cs" />
|
||||||
|
<Compile Include="Math\Hex32.cs" />
|
||||||
<Compile Include="UIUtilities\LayeredTexture.cs" />
|
<Compile Include="UIUtilities\LayeredTexture.cs" />
|
||||||
<Compile Include="UIUtilities\SpriteFonts\CharacterSheets\GenericCharacterSheets.cs" />
|
<Compile Include="UIUtilities\SpriteFonts\CharacterSheets\GenericCharacterSheets.cs" />
|
||||||
<Compile Include="UIUtilities\SpriteFonts\CharacterSheets\VanillaCharacterSheet.cs" />
|
<Compile Include="UIUtilities\SpriteFonts\CharacterSheets\VanillaCharacterSheet.cs" />
|
||||||
|
|
Loading…
Reference in New Issue