Ejemplo n.º 1
0
 /// <summary>
 /// Choose new music when a menu is closed.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void MenuEvents_MenuClosed(object sender, StardewModdingAPI.Events.EventArgsClickableMenuClosed e)
 {
     if (menuChangedMusic == true)
     {
         musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
     }
 }
 /// <summary>Raised after a player warps to a new location.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event arguments.</param>
 private void OnPlayerWarped(object sender, WarpedEventArgs e)
 {
     if (e.IsLocalPlayer)
     {
         musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
     }
 }
Ejemplo n.º 3
0
 /// <summary>
 /// Raised every frame. Mainly used just to initiate the music packs. Probably not needed.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void GameEvents_UpdateTick(object sender, EventArgs e)
 {
     if (musicPacksInitialized == false)
     {
         initializeMusicPacks();
         musicPacksInitialized = true;
         musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
     }
 }
        /// <summary>Raised after a game menu is opened, closed, or replaced.</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event arguments.</param>
        private void OnMenuChanged(object sender, MenuChangedEventArgs e)
        {
            // menu closed
            if (e.NewMenu == null)
            {
                if (menuChangedMusic)
                {
                    musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
                }
            }

            // menu changed
            else
            {
                musicManager.SelectMenuMusic(SongSpecifics.getCurrentConditionalString());
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Events to occur after the game has loaded in.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void SaveEvents_AfterLoad(object sender, EventArgs e)
        {
            //Locaion initialization MUST occur after load. Anything else can occur before.
            SongSpecifics.initializeLocationsList(); //Gets all Game locations once the player has loaded the game, and all buildings on the player's farm and adds them to a location list.
            musicManager.initializeSeasonalMusic();  //Initialize the seasonal music using all locations gathered in the location list.
            musicManager.initializeMenuMusic();
            musicManager.initializeFestivalMusic();
            musicManager.initializeEventMusic();

            foreach (var musicPack in musicManager.musicPacks)
            {
                musicPack.Value.readFromJson();
            }

            SongSpecifics.menus.Sort();
            SongSpecifics.locations.Sort();
            SongSpecifics.festivals.Sort();
            SongSpecifics.events.Sort();

            musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
        }
Ejemplo n.º 6
0
 /// <summary>
 /// Raised when the player changes locations. This should determine the next song to play.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void LocationEvents_CurrentLocationChanged(object sender, StardewModdingAPI.Events.EventArgsCurrentLocationChanged e)
 {
     musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
 }
Ejemplo n.º 7
0
 /// <summary>
 /// Choose new music when a menu is opened.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void MenuEvents_MenuChanged(object sender, StardewModdingAPI.Events.EventArgsClickableMenuChanged e)
 {
     //var ok = musicManager.currentMusicPack.getNameOfCurrentSong();
     musicManager.selectMenuMusic(SongSpecifics.getCurrentConditionalString());
 }
Ejemplo n.º 8
0
 /// <summary>
 /// Raised when the player changes locations. This should determine the next song to play.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void PlayerEvents_Warped(object sender, StardewModdingAPI.Events.EventArgsPlayerWarped e)
 {
     musicManager.selectMusic(SongSpecifics.getCurrentConditionalString());
 }