Stardew_Valley_Mods/GeneralMods/MuseumRearranger/Class1.cs

105 lines
4.4 KiB
C#

using System;
using System.IO;
using StardewModdingAPI;
using StardewValley;
namespace Omegasis.MuseumRearranger
{
public class Class1 : Mod
{
string key_binding = "R";
string key_binding2 = "T";
public static bool showMenu;
bool game_loaded = false;
public override void Entry(IModHelper helper)
{
//set up all of my events here
StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
}
public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
{
if (Game1.player == null) return;
if (Game1.player.currentLocation == null) return;
if (game_loaded == false) return;
if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
{
if (Game1.activeClickableMenu != null) return;
if (StardewValley.Game1.player.currentLocation.name == "ArchaeologyHouse") Game1.activeClickableMenu = new NewMuseumMenu();
else Monitor.Log("You can't rearrange the museum here!");
}
if (e.KeyPressed.ToString() == key_binding2) //if the key is pressed, load my cusom save function
{
if (showMenu == true) showMenu = false;
else showMenu = true;
// Log.AsyncC(showMenu);
}
}
public void PlayerEvents_LoadedGame(object sender, EventArgs e)
{
game_loaded = true;
showMenu = true;
DataLoader_Settings();
MyWritter_Settings();
}
void DataLoader_Settings()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "Museum_Rearrange_Config");
string mylocation2 = mylocation;
string mylocation3 = mylocation2 + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
key_binding = "R";
key_binding2 = "T";
}
else
{
string[] readtext = File.ReadAllLines(mylocation3);
key_binding = Convert.ToString(readtext[3]);
key_binding2 = Convert.ToString(readtext[5]);
}
}
void MyWritter_Settings()
{
//write all of my info to a text file.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "Museum_Rearrange_Config");
string mylocation2 = mylocation;
string mylocation3 = mylocation2 + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Monitor.Log("Museum Rearranger: Config not found. Creating it now.");
mystring3[0] = "Config: Museum_Rearranger. Feel free to mess with these settings.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Key binding for rearranging the museum.";
mystring3[3] = key_binding.ToString();
mystring3[4] = "Key binding for showing the menu when rearranging the museum.";
mystring3[5] = key_binding2.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Config: Save_Anywhere Info. Feel free to mess with these settings.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Key binding for rearranging the museum.";
mystring3[3] = key_binding.ToString();
mystring3[4] = "Key binding for showing the menu when rearranging the museum.";
mystring3[5] = key_binding2.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
}
}
//end class