63 lines
2.0 KiB
C#
63 lines
2.0 KiB
C#
using Omegasis.MuseumRearranger.Framework;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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using StardewValley.Locations;
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namespace Omegasis.MuseumRearranger
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{
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/// <summary>The mod entry point.</summary>
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public class MuseumRearranger : Mod
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{
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/*********
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** Fields
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*********/
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/// <summary>The mod configuration.</summary>
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private ModConfig Config;
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/// <summary>The open museum menu (if any).</summary>
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private NewMuseumMenu OpenMenu;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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this.Config = helper.ReadConfig<ModConfig>();
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helper.Events.Input.ButtonPressed += this.OnButtonPressed;
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}
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/*********
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** Private methods
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*********/
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/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
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{
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if (!Context.IsWorldReady)
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return;
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// open menu
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if (e.Button == this.Config.ShowMenuKey)
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{
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if (Game1.activeClickableMenu != null)
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return;
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if (Game1.player.currentLocation is LibraryMuseum)
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Game1.activeClickableMenu = this.OpenMenu = new NewMuseumMenu(this.Helper.Reflection);
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else
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this.Monitor.Log("You can't rearrange the museum here.");
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}
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// toggle inventory box
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if (e.Button == this.Config.ToggleInventoryKey)
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this.OpenMenu?.ToggleInventory();
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}
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}
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}
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