diff --git a/GeneralMods/CustomNPCFramework/Class1.cs b/GeneralMods/CustomNPCFramework/Class1.cs
index 906b9be0..c1755c9f 100644
--- a/GeneralMods/CustomNPCFramework/Class1.cs
+++ b/GeneralMods/CustomNPCFramework/Class1.cs
@@ -90,6 +90,7 @@ namespace CustomNPCFramework
private void GameEvents_UpdateTick(object sender, EventArgs e)
{
if (Game1.player.currentLocation == null) return;
+ if (Game1.activeClickableMenu != null) return;
foreach (var v in Game1.player.currentLocation.characters)
{
v.speed = 1;
diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs
index 1440f1a4..15fa24b8 100644
--- a/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs
+++ b/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs
@@ -6,11 +6,26 @@ using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Enums
{
+ ///
+ /// A enum of different types of animations supported by the framework.
+ ///
public enum AnimationType
{
+ ///
+ /// A key to be used whenever an npc uses a standing animation.
+ ///
standing,
+ ///
+ /// A key to be used wheneven an npc uses a walking/moving animation.
+ ///
walking,
+ ///
+ /// A key to be used whenever an npc uses a swimming animation.
+ ///
swimming,
+ ///
+ /// A key to be used whenever an npc uses a sitting animation.
+ ///
sitting
}
}
diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs
index bf31c6bc..e894f068 100644
--- a/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs
+++ b/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs
@@ -6,11 +6,31 @@ using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Enums
{
+ ///
+ /// An enum to be used to signify directions.
+ /// The enum order corresponds to the same order Stardew Valley uses for directions where
+ /// Up=0
+ /// Right=1
+ /// Down=2
+ /// Left=3
+ ///
public enum Direction
{
+ ///
+ /// Used to signify something to face/move up.
+ ///
up,
+ ///
+ /// Used to signify something to face/move right.
+ ///
right,
+ ///
+ /// Used to signify something to face/move down.
+ ///
down,
+ ///
+ /// Used to signify something to face/move left.
+ ///
left
}
}
diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs
index acd8d46e..b1299af0 100644
--- a/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs
+++ b/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs
@@ -7,12 +7,22 @@ using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Enums
{
///
+ /// Gender enum to signify the different genders for npcs.
/// Do what you want with this. For code simplicity anything that is non-binary is specified under other.
///
public enum Genders
{
+ ///
+ /// Used for npcs to signify that they are the male gender.
+ ///
male,
+ ///
+ /// Used for npcs to signify that they are the female gender.
+ ///
female,
+ ///
+ /// Used for npcs to signify that they are a non gender binary gender.
+ ///
other
}
}
diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs
index 5f20d719..aab5d3b7 100644
--- a/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs
+++ b/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs
@@ -6,15 +6,50 @@ using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Enums
{
+ ///
+ /// An enum used to signify the different asset types that can be used for npcs.
+ ///
public enum PartType
{
+ ///
+ /// Used to signify that the asset is of the body part category. Without this the npc is basically a ghost.
+ ///
body,
+ ///
+ /// Used to signify that the asset is of the eyes part category. The window to the soul.
+ ///
eyes,
+ ///
+ /// Used to signify that the asset is of the hair part category. Volume looks good in 2D.
+ ///
hair,
+ ///
+ /// Used to signify that the asset is of the shirt part category.No shirt = no service.
+ ///
shirt,
+ ///
+ /// Used to signify that the asset is of the pants/bottoms part category. Also known as bottoms, skirts, shorts, etc.
+ ///
pants,
+ ///
+ /// Used to signify that the asset is of the shoes part category. Lace up those kicks.
+ ///
shoes,
+ ///
+ /// Used to signify that the asset is of the accessort part category. Got to wear that bling.
+ ///
accessory,
- other
+ ///
+ /// Used to signify that the asset is of the other part category. Who knows what this really is...
+ ///
+ other,
+ ///
+ /// Used to signify that the asset is of the swimsuit part category. Got to be decent when taking a dip.
+ ///
+ swimsuit,
+ ///
+ /// Used to signify that the asset is of the amrs part category. Arms need to be rendered above a shirt on npcs otherwise they get covered.
+ ///
+ arms
}
}
diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs
index 97404edd..e8e6cd7f 100644
--- a/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs
+++ b/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs
@@ -4,13 +4,33 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
+
namespace CustomNPCFramework.Framework.Enums
{
+ ///
+ /// An enum signifying the different seasons that are supported when chosing npc graphics.
+ ///
public enum Seasons
{
+ ///
+ /// The spring season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the spring time.
+ /// Also used for functionality to check seasons.
+ ///
spring,
+ ///
+ /// The summer season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the summer time.
+ /// Also used for functionality to check seasons.
+ ///
summer,
+ ///
+ /// The fall season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the fall time.
+ /// Also used for functionality to check seasons.
+ ///
fall,
+ ///
+ /// The winter season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the winter time.
+ /// Also used for functionality to check seasons.
+ ///
winter
}
}
diff --git a/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs b/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs
index b46103cf..b1da295a 100644
--- a/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs
+++ b/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs
@@ -8,18 +8,48 @@ using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Graphics.TextureGroups
{
+ ///
+ /// A group of a textures used to hold all of the textures associated with a single asset such as a hair style or a shirt.
+ ///
public class TextureGroup
{
+ ///
+ /// The directional (Left, Right, Up, Down) textures to be used when the NPC is standing.
+ ///
public DirectionalTexture standingTexture;
+ ///
+ /// The directional (Left, Right, Up, Down) textures to be used when the NPC is sitting.
+ ///
public DirectionalTexture sittingTexture;
+ ///
+ /// The directional (Left, Right, Up, Down) textures to be used when the NPC is swimming.
+ ///
public DirectionalTexture swimmingTexture;
+ ///
+ /// The directional (Left, Right, Up, Down) textures to be used when the NPC is moving.
+ ///
public DirectionalTexture movingTexture;
+ ///
+ /// The current directional texture to be used by the npc. Can be things such as the standing, swimming, moving, or sitting texture.
+ ///
public DirectionalTexture currentTexture;
+ ///
+ /// Asset info loaded in from the corresponding .json file.
+ ///
private AssetInfo info;
+ ///
+ /// The path to the .json file.
+ ///
private string path;
+ ///
+ /// The current direction of the texture group. See Direction.cs
+ ///
private Direction dir;
+ ///
+ /// The type of asset this is. Body, hair, eyes, shirt,etc...
+ ///
private AnimationType type;
public TextureGroup(AssetInfo info, string path,Direction direction ,AnimationType animationType=AnimationType.standing)