Added some documentation, made it so BasicItemInformation, LightManager, and InventoryManager make copies of themselves per new item fixing a duplication glitch. Updated all objects to use the new copy function for BasicItemInformation.
This commit is contained in:
parent
0cbae77d28
commit
ff9aa226f7
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@ -97,7 +97,7 @@ namespace Revitalize.Framework.Factories.Objects
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LampTileComponent lampMiddle = new LampTileComponent(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Furniture.Lamps.OakLamp", TextureManager.GetTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), typeof(LampTileComponent), Color.White), new BasicItemInformation("Oak Lamp", "Omegasis.Revitalize.Furniture.Lamps.OakLamp", "A basic wooden light.", "Lamps", Color.Brown, -300, 0, true, 100, true, true, TextureManager.GetTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), new Animation(new Rectangle(0, 16, 16, 16))), Color.White, true, new InventoryManager(), new LightManager()));
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LampTileComponent lampBottom = new LampTileComponent(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Furniture.Lamps.OakLamp", TextureManager.GetTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), typeof(LampTileComponent), Color.White), new BasicItemInformation("Oak Lamp", "Omegasis.Revitalize.Furniture.Lamps.OakLamp", "A basic wooden light.", "Lamps", Color.Brown, -300, 0, true, 100 , true, true, TextureManager.GetTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), new Animation(new Rectangle(0, 32, 16, 16))), Color.White, false, new InventoryManager(), new LightManager()));
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lampMiddle.lights.addLight(new Vector2(Game1.tileSize), new LightSource(4, new Vector2(0, 0), 2.5f, Color.Orange.Invert()), lampMiddle);
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lampMiddle.lightManager.addLight(new Vector2(Game1.tileSize), new LightSource(4, new Vector2(0, 0), 2.5f, Color.Orange.Invert()), lampMiddle);
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LampMultiTiledObject lamp = new LampMultiTiledObject(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Furniture.Lamps.OakLamp", TextureManager.GetTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), typeof(LampMultiTiledObject), Color.White), new BasicItemInformation("Oak Lamp", "Omegasis.Revitalize.Furniture.Lamps.OakLamp", "A basic wooden light", "Lamps", Color.Brown, -300, 0, true, 300, true, true, TextureManager.GetTexture(ModCore.Manifest, "Furniture", "Oak Lamp"), new AnimationManager(), Color.White, false, new InventoryManager(), new LightManager()));
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@ -157,13 +157,13 @@ namespace Revitalize.Framework.Factories.Objects
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LampTileComponent lampPiece = new LampTileComponent(info.PyTkData,info.info);
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//Recreate the lights info.
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if (lampPiece.lights != null)
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if (lampPiece.lightManager != null)
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{
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//ModCore.log("Info for file"+Path.GetFileNameWithoutExtension(file)+" has this many lights: " + info.info.lightManager.fakeLights.Count);
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lampPiece.lights.lights.Clear();
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lampPiece.lightManager.lights.Clear();
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foreach (KeyValuePair<Vector2, FakeLightSource> light in info.info.lightManager.fakeLights)
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{
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lampPiece.lights.addLight(new Vector2(Game1.tileSize), new LightSource(light.Value.id, new Vector2(0, 0), light.Value.radius, light.Value.color.Invert()), lampPiece);
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lampPiece.lightManager.addLight(new Vector2(Game1.tileSize), new LightSource(light.Value.id, new Vector2(0, 0), light.Value.radius, light.Value.color.Invert()), lampPiece);
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}
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}
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@ -7,19 +7,43 @@ using Microsoft.Xna.Framework;
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namespace Revitalize.Framework.Illuminate
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{
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/// <summary>
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/// Deals with recreating light sources in SDV.
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/// </summary>
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public class FakeLightSource
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{
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/// <summary>
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/// The id for the light. Refers to the type of texture used.
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/// </summary>
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public int id;
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/// <summary>
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/// The position offset from the source object this is attached to.
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/// </summary>
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public Vector2 positionOffset;
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/// <summary>
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/// The color for the light.
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/// </summary>
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public Color color;
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/// <summary>
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/// The radius for the light.
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/// </summary>
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public float radius;
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/// <summary>
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/// Empty constructor.
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/// </summary>
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public FakeLightSource()
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{
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="ID">The id for the light source.</param>
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/// <param name="Position">The position for the light source.</param>
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/// <param name="Color">The color for the light.</param>
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/// <param name="Raidus">The radius for the light.</param>
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public FakeLightSource(int ID, Vector2 Position, Color Color, float Raidus)
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{
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this.id = ID;
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@ -28,5 +52,14 @@ namespace Revitalize.Framework.Illuminate
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this.radius = Raidus;
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}
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/// <summary>
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/// Gets a copy of the fake light source.
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/// </summary>
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/// <returns></returns>
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public FakeLightSource Copy()
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{
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return new FakeLightSource(this.id, new Vector2(this.positionOffset.X, this.positionOffset.Y), new Color(this.color.R, this.color.G, this.color.B, this.color.A), this.radius);
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}
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}
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}
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@ -6,14 +6,32 @@ using StardewValley;
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namespace Revitalize.Framework.Illuminate
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{
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/// <summary>
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/// Deals with handling lights on custom objects.
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/// </summary>
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public class LightManager
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{
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/// <summary>
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/// The lights held by this object.
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/// </summary>
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public Dictionary<Vector2, LightSource> lights;
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/// <summary>
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/// Used to recreate lights at run time.
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/// </summary>
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public Dictionary<Vector2, FakeLightSource> fakeLights;
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/// <summary>
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/// Are the lights on this object on?
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/// </summary>
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public bool lightsOn;
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/// <summary>
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/// Magic number for positioning.
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/// </summary>
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public const int lightBigNumber= 1000000;
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/// <summary>
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/// Constructor.
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/// </summary>
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public LightManager()
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{
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this.lights = new Dictionary<Vector2, LightSource>();
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@ -40,6 +58,31 @@ namespace Revitalize.Framework.Illuminate
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return true;
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}
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/// <summary>
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/// Adds in a light at the given tile location in the world.
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/// </summary>
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/// <param name="IdKey"></param>
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/// <param name="light"></param>
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/// <param name="gameObjectTileLocation"></param>
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/// <returns></returns>
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public bool addLight(Vector2 IdKey, LightSource light, Vector2 gameObjectTileLocation)
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{
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if (gameObjectTileLocation.X < 0) gameObjectTileLocation = new Vector2(gameObjectTileLocation.X * -1, gameObjectTileLocation.Y);
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if (gameObjectTileLocation.Y < 0) gameObjectTileLocation = new Vector2(gameObjectTileLocation.X, gameObjectTileLocation.Y * -1);
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Vector2 initialPosition = gameObjectTileLocation * Game1.tileSize;
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initialPosition += IdKey;
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if (this.lights.ContainsKey(IdKey))
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return false;
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light.position.Value = initialPosition;
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this.lights.Add(IdKey, light);
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if (this.fakeLights.ContainsKey(IdKey)) return true;
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this.fakeLights.Add(IdKey, new FakeLightSource(light.Identifier, light.position.Value, light.color.Value.Invert(), light.radius.Value));
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return true;
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}
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/// <summary>Turn off a single light.</summary>
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public bool turnOffLight(Vector2 IdKey, GameLocation location)
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{
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@ -69,7 +112,6 @@ namespace Revitalize.Framework.Illuminate
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if (location.sharedLights == null)
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throw new Exception("Locational lights is null!");
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Game1.showRedMessage("TURN ON!");
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if (light.lightTexture == null)
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{
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@ -99,18 +141,33 @@ namespace Revitalize.Framework.Illuminate
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this.turnOffLight(pair.Key, environment);
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}
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/// <summary>
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/// Repositions all lights for this object.
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/// </summary>
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/// <param name="gameObject"></param>
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public void repositionLights(StardewValley.Object gameObject)
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{
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foreach (KeyValuePair<Vector2, LightSource> pair in this.lights)
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this.repositionLight(pair.Value, pair.Key, gameObject);
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}
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/// <summary>
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/// Reposition a light for this object.
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/// </summary>
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/// <param name="light"></param>
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/// <param name="offset"></param>
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/// <param name="gameObject"></param>
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public void repositionLight(LightSource light, Vector2 offset, StardewValley.Object gameObject)
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{
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Vector2 initialPosition = gameObject.TileLocation * Game1.tileSize;
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light.position.Value = initialPosition + offset;
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}
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/// <summary>
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/// Toggles the lights for this object.
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/// </summary>
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/// <param name="location"></param>
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/// <param name="gameObject"></param>
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public virtual void toggleLights(GameLocation location, StardewValley.Object gameObject)
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{
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if (!this.lightsOn)
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}
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}
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/// <summary>
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/// Removes the lights from the world when this object needs to be cleaned up.
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/// </summary>
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/// <param name="loc"></param>
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public virtual void removeForCleanUp(GameLocation loc)
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{
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this.turnOffLights(loc);
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}
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/// <summary>
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/// Loads in the appropriate texture from sdv depending on the int value used.
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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private Texture2D loadTextureFromConstantValue(int value)
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{
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switch (value)
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@ -154,5 +220,30 @@ namespace Revitalize.Framework.Illuminate
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}
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return Game1.sconceLight;
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}
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/// <summary>
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/// Gets a copy of all of the
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/// </summary>
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/// <returns></returns>
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public LightManager Copy()
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{
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LightManager copy= new LightManager();
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if (this.lights != null)
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{
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//ModCore.log("Info for file"+Path.GetFileNameWithoutExtension(file)+" has this many lights: " + info.info.lightManager.fakeLights.Count);
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copy.lights.Clear();
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foreach (KeyValuePair<Vector2, FakeLightSource> light in this.fakeLights)
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{
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Vector2 position = light.Value.positionOffset;
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position -= light.Key;
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position /= Game1.tileSize;
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position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y));
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copy.addLight(light.Key, new LightSource(light.Value.id, new Vector2(0, 0), light.Value.radius, light.Value.color.Invert()), position);
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}
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}
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return copy;
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}
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}
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}
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@ -110,7 +110,7 @@ namespace Revitalize.Framework.Objects
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/// <returns></returns>
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public BasicItemInformation Copy()
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{
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return new BasicItemInformation(this.name, this.id,this.description, this.categoryName, this.categoryColor, this.edibility, this.fragility, this.isLamp, this.price, this.canBeSetOutdoors, this.canBeSetIndoors, this.animationManager.getTexture(), this.animationManager, this.drawColor, this.ignoreBoundingBox, this.inventory, this.lightManager);
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return new BasicItemInformation(this.name, this.id,this.description, this.categoryName, this.categoryColor, this.edibility, this.fragility, this.isLamp, this.price, this.canBeSetOutdoors, this.canBeSetIndoors, this.animationManager.getTexture(), this.animationManager, this.drawColor, this.ignoreBoundingBox, this.inventory.Copy(), this.lightManager.Copy());
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}
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}
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@ -47,7 +47,7 @@ namespace Revitalize.Framework.Objects.Extras
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}
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return new ArcadeCabinetOBJ(this.data, this.info, this.TileLocation, objs);
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return new ArcadeCabinetOBJ(this.data, this.info.Copy(), this.TileLocation, objs);
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}
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@ -123,7 +123,7 @@ namespace Revitalize.Framework.Objects.Extras
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public override Item getOne()
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{
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ArcadeCabinetTile component = new ArcadeCabinetTile(this.data, this.info, this.arcadeInfo);
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ArcadeCabinetTile component = new ArcadeCabinetTile(this.data, this.info.Copy(), this.arcadeInfo);
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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objs.Add(pair.Key, (MultiTiledComponent)pair.Value);
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}
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return new Bench(this.data,this.info, this.TileLocation, objs);
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return new Bench(this.data,this.info.Copy(), this.TileLocation, objs);
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}
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}
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return new ChairMultiTiledObject(this.data,this.info, this.TileLocation, objs);
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return new ChairMultiTiledObject(this.data,this.info.Copy(), this.TileLocation, objs);
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}
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@ -88,7 +88,7 @@ namespace Revitalize.Framework.Objects.Furniture
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public override Item getOne()
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{
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ChairTileComponent component = new ChairTileComponent(this.data,this.info, (ChairInformation)this.furnitureInfo);
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ChairTileComponent component = new ChairTileComponent(this.data,this.info.Copy(), (ChairInformation)this.furnitureInfo);
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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@ -1,33 +0,0 @@
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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 Microsoft.Xna.Framework;
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using PyTK.CustomElementHandler;
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using Revitalize.Framework.Objects.InformationFiles.Furniture;
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namespace Revitalize.Framework.Objects.Furniture
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{
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public class CustomFurniture:CustomObject
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{
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public FurnitureInformation furnitureInfo;
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public CustomFurniture() : base()
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{
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}
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public CustomFurniture(CustomObjectData PyTKData,BasicItemInformation itemInfo, FurnitureInformation furnitureInfo) : base(PyTKData,itemInfo)
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{
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this.furnitureInfo = furnitureInfo;
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}
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public CustomFurniture(CustomObjectData PyTKData, BasicItemInformation itemInfo, Vector2 TileLocation, FurnitureInformation furnitureInfo) : base(PyTKData,itemInfo, TileLocation)
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{
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this.furnitureInfo = furnitureInfo;
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}
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}
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}
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}
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return new LampMultiTiledObject(this.data,this.info, this.TileLocation, objs);
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return new LampMultiTiledObject(this.data,this.info.Copy(), this.TileLocation, objs);
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}
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}
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}
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public LightManager lights
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public LightManager lightManager
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{
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get
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{
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public override Item getOne()
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{
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LampTileComponent component = new LampTileComponent(this.data,this.info);
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LampTileComponent component = new LampTileComponent(this.data,this.info.Copy());
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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}
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return new RugMultiTiledObject(this.data,this.info, this.TileLocation, objs);
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return new RugMultiTiledObject(this.data,this.info.Copy(), this.TileLocation, objs);
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}
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public override Item getOne()
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{
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RugTileComponent component = new RugTileComponent(this.data,this.info);
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RugTileComponent component = new RugTileComponent(this.data,this.info.Copy());
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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}
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return new StorageFurnitureOBJ(this.data, this.info, this.TileLocation, objs);
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return new StorageFurnitureOBJ(this.data, this.info.Copy(), this.TileLocation, objs);
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}
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@ -107,7 +107,7 @@ namespace Revitalize.Framework.Objects.Furniture
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public override Item getOne()
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{
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StorageFurnitureTile component = new StorageFurnitureTile(this.data, this.info);
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StorageFurnitureTile component = new StorageFurnitureTile(this.data, this.info.Copy());
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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}
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return new TableMultiTiledObject(this.data,this.info, this.TileLocation,objs);
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return new TableMultiTiledObject(this.data,this.info.Copy(), this.TileLocation,objs);
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}
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@ -180,7 +180,7 @@ namespace Revitalize.Framework.Objects.Furniture
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public override Item getOne()
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{
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TableTileComponent component = new TableTileComponent(this.data,this.info, (TableInformation)this.furnitureInfo);
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TableTileComponent component = new TableTileComponent(this.data,this.info.Copy(), (TableInformation)this.furnitureInfo);
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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@ -114,7 +114,7 @@ namespace Revitalize.Framework.Objects
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public override Item getOne()
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{
|
||||
MultiTiledComponent component = new MultiTiledComponent(this.data,this.info, this.TileLocation,this.offsetKey,this.containerObject);
|
||||
MultiTiledComponent component = new MultiTiledComponent(this.data,this.info.Copy(), this.TileLocation,this.offsetKey,this.containerObject);
|
||||
return component;
|
||||
}
|
||||
|
||||
|
|
|
@ -268,7 +268,7 @@ namespace Revitalize.Framework.Objects
|
|||
{
|
||||
objs.Add(pair.Key, (MultiTiledComponent)pair.Value);
|
||||
}
|
||||
return new MultiTiledObject(this.data,this.info, this.TileLocation, objs);
|
||||
return new MultiTiledObject(this.data,this.info.Copy(), this.TileLocation, objs);
|
||||
}
|
||||
|
||||
public override ICustomObject recreate(Dictionary<string, string> additionalSaveData, object replacement)
|
||||
|
|
|
@ -60,7 +60,7 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins
|
|||
}
|
||||
|
||||
|
||||
return new OreVeinObj(this.data, this.info, this.TileLocation, objs);
|
||||
return new OreVeinObj(this.data, this.info.Copy(), this.TileLocation, objs);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -231,7 +231,7 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins
|
|||
|
||||
public override Item getOne()
|
||||
{
|
||||
OreVeinTile component = new OreVeinTile(this.data, this.info,this.resourceInfo,this.extraDrops,this.healthValue);
|
||||
OreVeinTile component = new OreVeinTile(this.data, this.info.Copy(),this.resourceInfo,this.extraDrops,this.healthValue);
|
||||
component.containerObject = this.containerObject;
|
||||
component.offsetKey = this.offsetKey;
|
||||
return component;
|
||||
|
|
|
@ -129,5 +129,14 @@ namespace Revitalize.Framework.Utilities
|
|||
{
|
||||
this.MaxCapacity = amount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a new inventory manager without the items but with the capacity limits.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public InventoryManager Copy()
|
||||
{
|
||||
return new InventoryManager(this.capacity, this.MaxCapacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,9 +10,20 @@ using StardewValley;
|
|||
|
||||
namespace Revitalize.Framework.Utilities.Serialization
|
||||
{
|
||||
/// <summary>
|
||||
/// Utilities for dealing with the XNA/Monogames spritebatch class.
|
||||
/// </summary>
|
||||
public class SpriteBatchUtilities
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Used to draw SDV items to the screen.
|
||||
/// </summary>
|
||||
/// <param name="spriteBatch"></param>
|
||||
/// <param name="obj"></param>
|
||||
/// <param name="itemToDraw"></param>
|
||||
/// <param name="alpha"></param>
|
||||
/// <param name="addedDepth"></param>
|
||||
public static void Draw(SpriteBatch spriteBatch, CustomObject obj, StardewValley.Item itemToDraw,float alpha,float addedDepth)
|
||||
{
|
||||
if (itemToDraw.GetType()==typeof(StardewValley.Object))
|
||||
|
|
|
@ -110,7 +110,6 @@
|
|||
<Compile Include="Framework\Objects\Furniture\Bench.cs" />
|
||||
<Compile Include="Framework\Objects\Furniture\ChairMultiTiledObject.cs" />
|
||||
<Compile Include="Framework\Objects\Furniture\ChairTileComponent.cs" />
|
||||
<Compile Include="Framework\Objects\Furniture\CustomFurniture.cs" />
|
||||
<Compile Include="Framework\Objects\Furniture\FurnitureTileComponent.cs" />
|
||||
<Compile Include="Framework\Objects\Furniture\LampMultiTiledObject.cs" />
|
||||
<Compile Include="Framework\Objects\Furniture\LampTileComponent.cs" />
|
||||
|
|
Loading…
Reference in New Issue