Stardew_Valley_Mods/Museum_Rearrange/Class1.cs

142 lines
4.7 KiB
C#

using System;
using StardewValley;
using StardewModdingAPI;
using System.IO;
/*
TO DO:
*/
namespace Stardew_Save_Anywhere_Mod
{
public class Class1 : Mod
{
string key_binding="R";
bool game_loaded = false;
public override void Entry(params object[] objects)
{
//set up all of my events here
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
}
public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
{
if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
{
if (StardewValley.Game1.player.currentLocation.name == "ArchaeologyHouse")
{
my_save();
}
else
{
Log.Info("You can't rearrange the museum here!");
}
}
//DataLoader_Settings(); //update the key if players changed it while playing.
}
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
game_loaded = true;
DataLoader_Settings();
MyWritter_Settings();
}
void DataLoader_Settings()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Museum_Rearrange_Config");
string mylocation2 = mylocation;
string mylocation3 = mylocation2 + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
key_binding = "R";
// Log.Info("KEY TIME");
}
else
{
// Console.WriteLine("HEY THERE IM LOADING DATA");
string[] readtext = File.ReadAllLines(mylocation3);
key_binding = Convert.ToString(readtext[3]);
// Log.Info(key_binding);
// Log.Info(Convert.ToString(readtext[3]));
}
}
void MyWritter_Settings()
{
//write all of my info to a text file.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Museum_Rearrange_Config");
string mylocation2 = mylocation;
string mylocation3 = mylocation2 + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
mystring3[0] = "Config: Museum_Rearranger. Feel free to mess with these settings.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
mystring3[3] = key_binding.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Config: Save_Anywhere Info. Feel free to mess with these settings.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
mystring3[3] = key_binding.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
void my_save()
{
// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function.
Game1.activeClickableMenu = new StardewValley.Menus.MuseumMenu();
}
}
}
//end class