/// <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; }
private void swapScienceLab_beforeSave(object sender, EventArgs e) { AdvancedScienceHouse scienceHouse = (AdvancedScienceHouse)Game1.locations[Memory.scienceHouseLocInList]; Game1.locations[Memory.scienceHouseLocInList] = scienceHouse.export(); }
/// <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(); }
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; }