Esempio n. 1
0
        public static void ResetAllDailyBooleans(object sender, EventArgsIntChanged e)
        {
            SetUp.createDirectories();
            hasWateredAllCropsToday = false;
            if (Lists.trackedTerrainFeatures != null)
            {
                if (Class1.hasLoadedTerrainList == true)
                {
                    Serialize.serializeTrackedTerrainDataNodeList(Lists.trackedTerrainFeatures);
                }
            }

            Util.WaterAllCropsInAllLocations();
        }
Esempio n. 2
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        public override void Entry(IModHelper helper)
        {
            modHelper = helper;
            string first = StardewModdingAPI.Constants.ExecutionPath;

            contentPath = first.Remove(first.Length - 19, 19);
            StardewModdingAPI.Events.ControlEvents.KeyPressed            += ShopCall;
            StardewModdingAPI.Events.ControlEvents.MouseChanged          += ControlEvents_MouseChanged;
            StardewModdingAPI.Events.GameEvents.UpdateTick               += gameMenuCall;
            StardewModdingAPI.Events.GameEvents.GameLoaded               += GameEvents_GameLoaded;
            StardewModdingAPI.Events.GameEvents.OneSecondTick            += MapWipe;
            StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged        += Util.ResetAllDailyBooleans;
            StardewModdingAPI.Events.SaveEvents.BeforeSave               += SaveEvents_BeforeSave;
            StardewModdingAPI.Events.SaveEvents.AfterSave                += SaveEvents_AfterSave;
            StardewModdingAPI.Events.SaveEvents.AfterLoad                += SaveEvents_AfterSave;
            StardewModdingAPI.Events.GameEvents.UpdateTick               += GameEvents_UpdateTick;
            StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEvent  += GraphicsEvents_OnPreRenderHudEvent;
            StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEvent += draw;
            SetUp.DuringEntry();
        }
Esempio n. 3
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 private void GameEvents_GameLoaded(object sender, EventArgs e)
 {
     SetUp.AfterGameHasLoaded();
 }