51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using EventSystem.Framework.FunctionEvents;
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using EventSystem.Framework.Information;
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using Microsoft.Xna.Framework;
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using StardewValley;
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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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namespace EventSystem.Framework.Events
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{
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public class DialogueDisplayEvent :MapEvent
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{
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string dialogue;
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public DialogueDisplayEvent(string Name, GameLocation Location, Vector2 Position, MouseButtonEvents MouseEvents,MouseEntryLeaveEvent EntryLeave, string Dialogue) : base(Name, Location, Position)
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{
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this.name = Name;
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this.location = Location;
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this.tilePosition = Position;
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this.mouseButtonEvents = MouseEvents;
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this.doesInteractionNeedToRun = true;
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this.dialogue = Dialogue;
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this.mouseEntryLeaveEvents = EntryLeave;
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}
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public override bool OnLeftClick()
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{
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if (base.OnLeftClick() == false) return false;
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if (this.location.isObjectAt((int)this.tilePosition.X*Game1.tileSize, (int)this.tilePosition.Y*Game1.tileSize)) return false;
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Game1.activeClickableMenu = new StardewValley.Menus.DialogueBox(this.dialogue);
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return true;
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}
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/// <summary>
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/// Used to update the event and check for interaction.
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/// </summary>
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public override void update()
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{
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this.clickEvent();
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//Needed for updating.
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this.OnMouseEnter();
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this.OnMouseLeave();
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}
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}
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}
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