54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using Microsoft.Xna.Framework;
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using Netcode;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Menus;
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namespace Omegasis.SaveAnywhere.Framework
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{
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/// <summary>A subclass of <see cref="ShippingMenu"/> that does everything except save.</summary>
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internal class NewShippingMenu : ShippingMenu
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{
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/*********
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** Properties
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*********/
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/// <summary>The private field on the shipping menu which indicates the game has already been saved, which prevents it from saving.</summary>
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private readonly IReflectedField<bool> SavedYet;
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="items">The shipping bin items.</param>
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/// <param name="reflection">Simplifies access to game code.</param>
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public NewShippingMenu(NetCollection<Item> items, IReflectionHelper reflection)
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: base(items)
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{
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this.SavedYet = reflection.GetField<bool>(this, "savedYet");
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}
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/// <summary>
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/// Overrides some base functionality of the shipping menu to enable proper closing.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="playSound"></param>
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public override void receiveLeftClick(int x, int y, bool playSound = true)
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{
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if (this.okButton.containsPoint(x, y)) this.exitThisMenu(true);
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base.receiveLeftClick(x, y, playSound);
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}
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/// <summary>Updates the menu during the game's update loop.</summary>
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/// <param name="time">The game time that has passed.</param>
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public override void update(GameTime time)
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{
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this.SavedYet.SetValue(true); // prevent menu from saving
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base.update(time);
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}
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}
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}
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