/* * NOTE: * Emotes are only visible by other players with the mod installed. */ public override void Entry(IModHelper helper) { ModMonitor = Monitor; ModHelper = Helper; MultiplayerMessage = new MultiplayerModMessage(helper); ModPatchManager patchManager = new ModPatchManager(helper); patchManager.PatchList.Add(FarmerPatch.DoEmotePatch.CreatePatch(helper.Reflection)); patchManager.PatchList.Add(CharacterPatch.DoEmotePatch.CreatePatch(helper.Reflection)); patchManager.ApplyPatch(); this.Monitor.Log("Loading mod config...", LogLevel.Debug); Config = helper.ReadConfig <ModConfig>(); this.Monitor.Log("Loading mod data...", LogLevel.Debug); Data = this.Helper.Data.ReadJsonFile <ModData>("data.json") ?? new ModData(); helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded; // TODO: Command to stop emotes from NPC and FarmAnimals helper.ConsoleCommands.Add("emote", "Play the emote animation with the passed id.\n\nUsage: emote <value>\n- value: a integer representing the animation id.", this.Emote); helper.ConsoleCommands.Add("emote_npc", "Force a npc to play the emote animation with the given id.\n\nUsage: emote_npc <name> <value>\n- name: a string representing the npc name.\n- value: a integer representing the animation id.", this.EmoteNpc); helper.ConsoleCommands.Add("emote_animal", "Force a farm animal to play the emote animation with the given id.\n\nUsage: emote_animal <name> <value>\n- name: a string representing the farm animal name.\n- value: a integer representing the animation id.", this.EmoteFarmAnimal); helper.ConsoleCommands.Add("stop_emote", "Stop any emote being played by you.\n\nUsage: stop_emote", this.StopEmote); helper.ConsoleCommands.Add("stop_all_emotes", "Stop any emote being played.\n\nUsage: stop_all_emotes", this.StopAllEmotes); helper.ConsoleCommands.Add("multiplayer_emotes", "List all the players that have this mod and can send and receive emotes.\n\nUsage: multiplayer_emotes", this.MultiplayerEmotesAvailable); #if DEBUG helper.Events.Input.ButtonPressed += DebugActionsKeyBinds; #endif }
/* * NOTE: * Emotes are only visible by other players with the mod installed. */ public override void Entry(IModHelper helper) { I18n.Init(helper.Translation); ModMonitor = Monitor; ModHelper = Helper; MultiplayerMessage = new MultiplayerModMessage(helper); ModPatchManager patchManager = new ModPatchManager(helper); // patchManager.PatchList.Add(FarmerPatch.DoEmotePatch.CreatePatch(helper.Reflection)); patchManager.PatchList.Add(CharacterPatch.DoEmotePatch.CreatePatch(helper.Reflection)); patchManager.ApplyPatch(); this.Monitor.Log("Loading mod config...", LogLevel.Debug); Config = helper.ReadConfig <ModConfig>(); this.Monitor.Log("Loading mod data...", LogLevel.Debug); Data = this.Helper.Data.ReadJsonFile <ModData>("data.json") ?? new ModData(); helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded; // TODO: Command to stop emotes from NPC and FarmAnimals helper.ConsoleCommands.Add("play_emote", I18n.Command_PlayEmote(), this.Emote); helper.ConsoleCommands.Add("play_emote_npc", I18n.Command_PlayEmoteNpc(), this.EmoteNpc); helper.ConsoleCommands.Add("play_emote_animal", I18n.Command_PlayEmoteAnimal(), this.EmoteFarmAnimal); helper.ConsoleCommands.Add("stop_emote", I18n.Command_StopEmote(), this.StopEmote); helper.ConsoleCommands.Add("stop_emote_npc", I18n.Command_StopEmoteNpc(), this.StopEmoteNpc); helper.ConsoleCommands.Add("stop_emote_animal", I18n.Command_StopEmoteAnimal(), this.StopEmoteFarmAnimal); helper.ConsoleCommands.Add("stop_all_emotes", I18n.Command_StopAllEmotes(), this.StopAllEmotes); helper.ConsoleCommands.Add("multiplayer_emotes", I18n.Command_MultiplayerEmotes(), this.MultiplayerEmotesAvailable); #if DEBUG helper.Events.Input.ButtonPressed += DebugActionsKeyBinds; #endif }