Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Player/Managers/SittingInfo.cs

134 lines
4.4 KiB
C#

using Microsoft.Xna.Framework;
using Revitalize.Framework.Objects;
using StardewValley;
namespace Revitalize.Framework.Player.Managers
{
// TODO:
// - Make chair
// - animate player better
public class SittingInfo
{
/// <summary>If the player is currently sitting.</summary>
public bool isSitting;
/// <summary>How long a Farmer has sat (in milliseconds)</summary>
private int elapsedTime;
/// <summary>Gets how long the farmer has sat (in milliseconds).</summary>
public int ElapsedTime => this.elapsedTime;
/// <summary>Keeps trck of time elapsed.</summary>
GameTime timer;
/// <summary>How long a player has to sit to recover energy/health;</summary>
public int SittingSpan { get; }
StardewValley.Object sittingObject;
public StardewValley.Object SittingObject
{
get
{
return this.sittingObject;
}
}
/// <summary>Construct an instance.</summary>
public SittingInfo()
{
this.timer = Game1.currentGameTime;
this.SittingSpan = 10000;
}
/// <summary>Update the sitting info.</summary>
public void update()
{
if (Game1.activeClickableMenu != null) return;
if (Game1.player.isMoving())
{
this.isSitting = false;
this.elapsedTime = 0;
this.sittingObject = null;
}
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++;
}
}
/// <summary>
/// Display the farmer actually sitting.
/// </summary>
public void showSitting()
{
if (this.sittingObject == null)
{
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;
}
}
else
{
if(this.sittingObject is CustomObject)
{
Game1.player.faceDirection((int)(this.sittingObject as CustomObject).info.facingDirection);
switch ((this.sittingObject as CustomObject).info.facingDirection)
{
case Enums.Direction.Up:
Game1.player.FarmerSprite.setCurrentSingleFrame(113);
break;
case Enums.Direction.Right:
Game1.player.FarmerSprite.setCurrentSingleFrame(106);
break;
case Enums.Direction.Down:
Game1.player.FarmerSprite.setCurrentSingleFrame(107);
break;
case Enums.Direction.Left:
Game1.player.FarmerSprite.setCurrentSingleFrame(106,32000,false,true);
break;
}
}
}
}
/// <summary>
/// Make the player sit.
/// </summary>
/// <param name="obj"></param>
/// <param name="offset"></param>
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;
this.sittingObject = obj;
}
}
}