Delete Class1.cs
This commit is contained in:
parent
d2fb6f9599
commit
c75466991f
|
@ -1,144 +0,0 @@
|
||||||
using System;
|
|
||||||
using StardewValley;
|
|
||||||
using StardewModdingAPI;
|
|
||||||
using System.IO;
|
|
||||||
|
|
||||||
/*
|
|
||||||
TO DO:
|
|
||||||
|
|
||||||
*/
|
|
||||||
namespace Stardew_Save_Anywhere_Mod
|
|
||||||
{
|
|
||||||
public class Class1 : Mod
|
|
||||||
{
|
|
||||||
string key_binding="R";
|
|
||||||
|
|
||||||
bool game_loaded = false;
|
|
||||||
|
|
||||||
public override void Entry(params object[] objects)
|
|
||||||
{
|
|
||||||
//set up all of my events here
|
|
||||||
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
|
|
||||||
StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
|
|
||||||
{
|
|
||||||
if (Game1.player == null) return;
|
|
||||||
if (Game1.player.currentLocation == null) return;
|
|
||||||
if (game_loaded == false) return;
|
|
||||||
|
|
||||||
if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
|
|
||||||
{
|
|
||||||
if (StardewValley.Game1.player.currentLocation.name == "ArchaeologyHouse")
|
|
||||||
{
|
|
||||||
my_save();
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Log.Info("You can't rearrange the museum here!");
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
//DataLoader_Settings(); //update the key if players changed it while playing.
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
|
|
||||||
{
|
|
||||||
game_loaded = true;
|
|
||||||
DataLoader_Settings();
|
|
||||||
MyWritter_Settings();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void DataLoader_Settings()
|
|
||||||
{
|
|
||||||
//loads the data to the variables upon loading the game.
|
|
||||||
string myname = StardewValley.Game1.player.name;
|
|
||||||
string mylocation = Path.Combine(PathOnDisk, "Museum_Rearrange_Config");
|
|
||||||
string mylocation2 = mylocation;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
|
||||||
{
|
|
||||||
// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
|
|
||||||
|
|
||||||
key_binding = "R";
|
|
||||||
// Log.Info("KEY TIME");
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Console.WriteLine("HEY THERE IM LOADING DATA");
|
|
||||||
string[] readtext = File.ReadAllLines(mylocation3);
|
|
||||||
key_binding = Convert.ToString(readtext[3]);
|
|
||||||
|
|
||||||
|
|
||||||
// Log.Info(key_binding);
|
|
||||||
// Log.Info(Convert.ToString(readtext[3]));
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void MyWritter_Settings()
|
|
||||||
{
|
|
||||||
|
|
||||||
//write all of my info to a text file.
|
|
||||||
string myname = StardewValley.Game1.player.name;
|
|
||||||
|
|
||||||
string mylocation = Path.Combine(PathOnDisk, "Museum_Rearrange_Config");
|
|
||||||
string mylocation2 = mylocation;
|
|
||||||
string mylocation3 = mylocation2 + ".txt";
|
|
||||||
|
|
||||||
string[] mystring3 = new string[20];
|
|
||||||
if (!File.Exists(mylocation3))
|
|
||||||
{
|
|
||||||
Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
|
|
||||||
|
|
||||||
mystring3[0] = "Config: Museum_Rearranger. Feel free to mess with these settings.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
|
|
||||||
mystring3[3] = key_binding.ToString();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
else
|
|
||||||
{
|
|
||||||
|
|
||||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
|
||||||
|
|
||||||
mystring3[0] = "Config: Save_Anywhere Info. Feel free to mess with these settings.";
|
|
||||||
mystring3[1] = "====================================================================================";
|
|
||||||
|
|
||||||
mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
|
|
||||||
mystring3[3] = key_binding.ToString();
|
|
||||||
|
|
||||||
File.WriteAllLines(mylocation3, mystring3);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void my_save()
|
|
||||||
{
|
|
||||||
|
|
||||||
// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function.
|
|
||||||
|
|
||||||
|
|
||||||
Game1.activeClickableMenu = new StardewValley.Menus.MuseumMenu();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//end class
|
|
Loading…
Reference in New Issue