Ejemplo n.º 1
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        /// <summary>
        /// Routine call made after save game was finished. Swaps the ScienceHouse with AdvancedScienceHouse. Re-enables the
        /// player to access additional options from Robin.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void AfterSaveScienceLab(object sender, EventArgs e)
        {
            AdvancedScienceHouse reloadedHouse = new AdvancedScienceHouse(Path.Combine("Maps", "ScienceHouse"), "ScienceHouse", Game1.locations[CustomManager.ScienceHouseIndex]);

            Game1.locations[CustomManager.ScienceHouseIndex] = reloadedHouse;
        }
Ejemplo n.º 2
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        private void swapScienceLab_beforeSave(object sender, EventArgs e)
        {
            AdvancedScienceHouse scienceHouse = (AdvancedScienceHouse)Game1.locations[Memory.scienceHouseLocInList];

            Game1.locations[Memory.scienceHouseLocInList] = scienceHouse.export();
        }
Ejemplo n.º 3
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        /// <summary>
        /// Routine call prior to save game being called. Swaps the AdvancedScienceHouse with ScienceHouse. This is done
        /// to bypass Serialization concerns.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void BeforeSaveScienceLab(object sender, EventArgs e)
        {
            AdvancedScienceHouse scienceHouse = (AdvancedScienceHouse)Game1.locations[CustomManager.ScienceHouseIndex];

            Game1.locations[CustomManager.ScienceHouseIndex] = scienceHouse.Export();
        }
Ejemplo n.º 4
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        private void swapScienceLab_afterSave(object sender, EventArgs e)
        {
            AdvancedScienceHouse reloadedHouse = new AdvancedScienceHouse(Path.Combine("Maps", "ScienceHouse"), "ScienceHouse", Game1.locations[Memory.scienceHouseLocInList]);

            Game1.locations[Memory.scienceHouseLocInList] = reloadedHouse;
        }