int setCurrentPlayerFriendship(int nVal) { if (nVal > byte.MaxValue) { nVal = byte.MaxValue; } var mem = loadedVillager.GetMemory(currentSelectedGSaveMemory); mem.Friendship = (byte)nVal; loadedVillager.SetMemory(mem, currentSelectedGSaveMemory); return(nVal); }
private static VillagerData AdaptVillager(VillagerInfo exist, VillagerData replace, bool prepMoveOut = false) { var ov = exist.Villager; var oh = exist.House; var nv = new Villager2(replace.Villager); _ = new VillagerHouse1(replace.House) { NPC1 = oh.NPC1, NPC2 = oh.NPC2, BuildPlayer = oh.BuildPlayer }; // Copy Memories var om = nv.GetMemory(0); var nm = ov.GetMemory(0); nm.PlayerId = om.PlayerId; nv.SetMemory(nm, 0); if (!prepMoveOut) { return(replace); } nv.MovingOut = true; return(replace); }
public void VillagerToUI(Villager2 v) { currentSelectedGSaveMemory = 0; var mem = v.GetMemory(currentSelectedGSaveMemory); VillagerName.text = GameInfo.Strings.GetVillager(v.InternalName); VillagerPhrase.text = v.CatchPhrase; VillagerFriendship.text = mem.Friendship.ToString(); PlayerNameGSave.text = mem.PlayerName; PlayerNameGSave.color = Color.white; MainVillagerTexture.texture = SpriteBehaviour.PullTextureFromParser(villagerSprites, v.InternalName); MovingOutToggle.isOn = v.MovingOut; ForceMoveOutToggle.isOn = v.GetEventFlagsSave()[24] != 0; SaveVillagerLabel.text = string.Format("Save villager ({0})", VillagerName.text); DataButton.interactable = true; }