Added some comments and a way to disable DarkerNight.
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@ -10,17 +10,38 @@ using Microsoft.Xna.Framework;
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namespace Revitalize.Framework.Environment
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{
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/// <summary>
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/// Deals with making night time darker in Stardew.
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/// </summary>
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public class DarkerNight
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{
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/// <summary>
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/// Darkness intensity.
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/// </summary>
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public static float IncrediblyDark = 0.9f;
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/// <summary>
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/// Darkness intensity.
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/// </summary>
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public static float VeryDark = 0.75f;
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/// <summary>
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/// Darkness intensity.
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/// </summary>
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public static float SomewhatDark = 0.50f;
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/// <summary>
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/// The config file.
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/// </summary>
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public static DarkerNightConfig Config;
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/// <summary>
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/// The calculated night color.
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/// </summary>
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private static Color CalculatedColor;
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/// <summary>
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/// Initializes the config for DarkerNight.
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/// </summary>
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public static void InitializeConfig()
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{
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if (File.Exists(Path.Combine(Revitalize.ModCore.ModHelper.DirectoryPath, "Configs", "DarkerNightConfig.json")))
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@ -34,17 +55,24 @@ namespace Revitalize.Framework.Environment
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}
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}
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/// <summary>
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/// Sets the color of darkness at night.
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/// </summary>
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public static void SetDarkerColor()
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{
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if (Config.Enabled == false) return;
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if (Game1.player.currentLocation.IsOutdoors && Game1.timeOfDay >= Game1.getStartingToGetDarkTime())
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{
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Game1.outdoorLight = CalculatedColor;
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}
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}
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/// <summary>
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/// Calculates how dark it should be a night.
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/// </summary>
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public static void CalculateDarkerNightColor()
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{
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if (Config.Enabled == false) return;
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if (Game1.player == null) return;
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//Calculate original lighting.
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@ -9,9 +9,11 @@ namespace Revitalize.Framework.Environment
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{
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public class DarkerNightConfig
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{
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public bool Enabled;
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public float DarknessIntensity;
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public DarkerNightConfig()
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{
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this.Enabled = true;
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this.DarknessIntensity = .9f;
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}
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