using Microsoft.Xna.Framework;
using StardewValley;
namespace Revitalize.Framework.Player.Managers
{
// TODO:
// - Make chair
// - animate player better
// - have it where when player is sitting on chair it is passable so it can't be destoryed underneath
public class SittingInfo
{
/// If the player is currently sitting.
public bool isSitting;
/// How long a Farmer has sat (in milliseconds)
private int elapsedTime;
/// Gets how long the farmer has sat (in milliseconds).
public int ElapsedTime => this.elapsedTime;
/// Keeps trck of time elapsed.
GameTime timer;
/// How long a player has to sit to recover energy/health;
public int SittingSpan { get; }
/// Construct an instance.
public SittingInfo()
{
this.timer = Game1.currentGameTime;
this.SittingSpan = 10000;
}
/// Update the sitting info.
public void update()
{
if (Game1.activeClickableMenu != null) return;
if (Game1.player.isMoving())
{
this.isSitting = false;
this.elapsedTime = 0;
}
if (this.isSitting && Game1.player.CanMove)
{
this.showSitting();
if (this.timer == null) this.timer = Game1.currentGameTime;
this.elapsedTime += this.timer.ElapsedGameTime.Milliseconds;
}
if (this.elapsedTime >= this.SittingSpan)
{
this.elapsedTime %= this.SittingSpan;
Game1.player.health++;
Game1.player.Stamina++;
}
ModCore.log(this.elapsedTime);
}
public void showSitting()
{
switch (Game1.player.FacingDirection)
{
case 0:
Game1.player.FarmerSprite.setCurrentSingleFrame(113);
break;
case 1:
Game1.player.FarmerSprite.setCurrentSingleFrame(106);
break;
case 2:
Game1.player.FarmerSprite.setCurrentSingleFrame(107);
break;
case 3:
Game1.player.FarmerSprite.setCurrentSingleFrame(106);
break;
}
}
public void sit(StardewValley.Object obj, Vector2 offset)
{
this.isSitting = true;
Game1.player.Position = (obj.TileLocation * Game1.tileSize + offset);
Game1.player.position.Y += Game1.tileSize / 2;
}
}
}