152 lines
5.7 KiB
C#
152 lines
5.7 KiB
C#
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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using Microsoft.Xna.Framework;
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using PyTK.CustomElementHandler;
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using Revitalize.Framework.Objects.InformationFiles.Furniture;
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using StardewValley;
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using StardewValley.Objects;
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namespace Revitalize.Framework.Objects.Furniture
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{
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/// <summary>
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/// Chair "piece" which represents one of the objects in the game that takes up roughly one tile.
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/// </summary>
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public class ChairTileComponent:FurnitureTileComponent
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{
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public ChairInformation furnitureInfo;
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/// <summary>
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/// Checks if the player can sit "on" this component.
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/// </summary>
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public bool CanSitHere
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{
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get
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{
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return (this.furnitureInfo as InformationFiles.Furniture.ChairInformation).canSitHere;
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}
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}
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public ChairTileComponent():base()
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{
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}
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public ChairTileComponent(BasicItemInformation Info,ChairInformation FurnitureInfo) : base(Info)
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{
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this.furnitureInfo = FurnitureInfo;
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}
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public ChairTileComponent(BasicItemInformation Info,Vector2 TileLocation, ChairInformation FurnitureInfo) : base(Info, TileLocation)
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{
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this.furnitureInfo = FurnitureInfo;
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}
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/// <summary>
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/// When the chair is right clicked ensure that all pieces associated with it are also rotated.
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/// </summary>
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/// <param name="who"></param>
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/// <returns></returns>
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public override bool rightClicked(Farmer who)
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{
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this.containerObject.rotate(); //Ensure that all of the chair pieces rotate at the same time.
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checkForSpecialUpSittingAnimation();
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return true;
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//return base.rightClicked(who);
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}
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/// <summary>
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/// Used for more object interactions.
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/// When the chair is shift right clicked sit on that specific chair tile if you can sit there.
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/// </summary>
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/// <param name="who"></param>
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/// <returns></returns>
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public override bool shiftRightClicked(Farmer who)
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{
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if (this.CanSitHere)
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{
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Revitalize.ModCore.playerInfo.sittingInfo.sit(this.containerObject, this.TileLocation*Game1.tileSize);
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if(this.containerObject is Bench)
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{
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(this.containerObject as Bench).playersSittingHere.Add(Game1.player.uniqueMultiplayerID);
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}
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foreach(KeyValuePair<Vector2, StardewValley.Object> pair in this.containerObject.objects)
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{
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(pair.Value as ChairTileComponent).checkForSpecialUpSittingAnimation();
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}
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}
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return base.shiftRightClicked(who);
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}
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public override Item getOne()
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{
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ChairTileComponent component = new ChairTileComponent(this.info, (ChairInformation)this.furnitureInfo);
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component.containerObject = this.containerObject;
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component.offsetKey = this.offsetKey;
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return component;
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}
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public override ICustomObject recreate(Dictionary<string, string> additionalSaveData, object replacement)
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{
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//instead of using this.offsetkey.x use get additional save data function and store offset key there
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Vector2 offsetKey = new Vector2(Convert.ToInt32(additionalSaveData["offsetKeyX"]), Convert.ToInt32(additionalSaveData["offsetKeyY"]));
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ChairTileComponent self = Revitalize.ModCore.Serializer.DeserializeGUID<ChairTileComponent>(additionalSaveData["GUID"]);
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if (self == null)
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{
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return null;
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}
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if (!Revitalize.ModCore.ObjectGroups.ContainsKey(additionalSaveData["ParentGUID"]))
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{
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//Get new container
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ChairMultiTiledObject obj = (ChairMultiTiledObject)Revitalize.ModCore.Serializer.DeserializeGUID<ChairMultiTiledObject>(additionalSaveData["ParentGUID"]);
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self.containerObject = obj;
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obj.addComponent(offsetKey, self);
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//Revitalize.ModCore.log("ADD IN AN OBJECT!!!!");
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Revitalize.ModCore.ObjectGroups.Add(additionalSaveData["ParentGUID"], obj);
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}
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else
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{
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self.containerObject = Revitalize.ModCore.ObjectGroups[additionalSaveData["ParentGUID"]];
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Revitalize.ModCore.ObjectGroups[additionalSaveData["GUID"]].addComponent(offsetKey, self);
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//Revitalize.ModCore.log("READD AN OBJECT!!!!");
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}
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return (ICustomObject)self;
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}
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public override Dictionary<string, string> getAdditionalSaveData()
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{
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Dictionary<string, string> saveData = base.getAdditionalSaveData();
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Revitalize.ModCore.Serializer.SerializeGUID(this.containerObject.childrenGuids[this.offsetKey].ToString(), this);
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return saveData;
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}
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/// <summary>
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///Used to manage graphics for chairs that need to deal with special "layering" for transparent chair backs. Otherwise the player would be hidden.
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/// </summary>
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public void checkForSpecialUpSittingAnimation()
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{
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if (this.info.facingDirection == Enums.Direction.Up && Revitalize.ModCore.playerInfo.sittingInfo.SittingObject == this.containerObject)
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{
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string animationKey = "Sitting_" + (int)Enums.Direction.Up;
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if (this.animationManager.animations.ContainsKey(animationKey))
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{
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this.animationManager.setAnimation(animationKey);
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}
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}
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}
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}
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}
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