73 lines
2.4 KiB
C#
73 lines
2.4 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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/// <summary>
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/// Used to handle warp events on the map.
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/// </summary>
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public class WarpEvent :MapEvent
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{
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WarpInformation warpInfo;
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/// <summary>
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/// Constructor for handling warp events.
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/// </summary>
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/// <param name="Name">The name of the event.</param>
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/// <param name="Location">The game location that this event is located at.</param>
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/// <param name="Position">The x,y tile position of the event.</param>
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/// <param name="playerEvents">The events to occur when the player enters the warp tile before the warp.</param>
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/// <param name="WarpInfo">The information for warping the farmer.</param>
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public WarpEvent(string Name, GameLocation Location, Vector2 Position, PlayerEvents playerEvents,WarpInformation WarpInfo) : base(Name, Location, Position, playerEvents)
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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.playerEvents = playerEvents;
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this.warpInfo = WarpInfo;
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this.doesInteractionNeedToRun = true;
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}
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/// <summary>
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/// Occurs when the player enters the warp tile event position.
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/// </summary>
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public override bool OnPlayerEnter()
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{
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if (base.OnPlayerEnter() == false) return false;
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else
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{
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Game1.warpFarmer(Game1.getLocationFromName(this.warpInfo.targetMapName), this.warpInfo.targetX, this.warpInfo.targetY, this.warpInfo.facingDirection, this.warpInfo.isStructure);
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return true;
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}
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}
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/// <summary>
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/// Runs when the player is not on the tile and resets player interaction.
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/// </summary>
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public override bool OnPlayerLeave()
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{
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if (base.OnPlayerLeave() == false) return false;
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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.OnPlayerEnter();
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this.OnPlayerLeave();
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}
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}
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}
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