65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using System;
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using Omegasis.TimeFreeze.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.TimeFreeze
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{
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/// <summary>The mod entry point.</summary>
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public class TimeFreeze : Mod
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{
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/*********
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** Properties
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*********/
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/// <summary>The mod configuration.</summary>
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private ModConfig Config;
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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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GameEvents.UpdateTick += this.GameEvents_UpdateTick;
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked when the game updates (roughly 60 times per second).</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void GameEvents_UpdateTick(object sender, EventArgs e)
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{
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if (!Context.IsWorldReady)
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return;
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if (this.ShouldFreezeTime(Game1.player, Game1.player.currentLocation))
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Game1.gameTimeInterval = 0;
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}
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/// <summary>Get whether time should be frozen for the player at the given location.</summary>
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/// <param name="player">The player to check.</param>
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/// <param name="location">The location to check.</param>
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private bool ShouldFreezeTime(StardewValley.Farmer player, GameLocation location)
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{
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if (location.Name == "Mine" || location.Name == "SkullCave" || location.Name == "UndergroundMine" || location.IsOutdoors)
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return false;
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if (player.swimming.Value)
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{
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if (this.Config.PassTimeWhileSwimmingInBathhouse && location is BathHousePool)
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return false;
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if (this.Config.PassTimeWhileSwimming)
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return false;
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}
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return true;
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}
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}
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}
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