コード例 #1
0
 private void GameLoop_DayEnding(object?sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     //reset invincibility settings while saving to help prevent future potential errors if the mod is disabled later
     //redundant with Saving to handle farmhand inconsistency
     Game1.player.temporaryInvincibilityTimer           = 0;
     Game1.player.currentTemporaryInvincibilityDuration = 0;
     Game1.player.temporarilyInvincible = false;
 }
コード例 #2
0
        private void OnEndDay(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
        {
            IsVariableRain = false;
            TimeElapsed    = 0;
            CurrentRainAmt = 0;

            //resize the primary array
            Array.Resize(ref Game1.rainDrops, 70);
        }
コード例 #3
0
 private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     foreach (var v in MineShaft.permanentMineChanges)
     {
         if (v.Key > 120)
         {
             MineShaft.permanentMineChanges[v.Key].coalCartsLeft = 1;
         }
     }
 }
コード例 #4
0
ファイル: ModEntry.cs プロジェクト: SDVfan/StardewValleyMods
 private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     foreach (GameLocation l in Game1.locations)
     {
         for (int i = l.characters.Count - 1; i >= 0; i--)
         {
             NPC npc = l.characters[i];
             if (npc is Monster && (npc as Monster).Health <= 0)
             {
                 l.characters.RemoveAt(i);
             }
         }
     }
 }
        private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
        {
            //so this doesn't end up happening for every single player online....
            if (!Context.IsMainPlayer)
            {
                return;
            }

            foreach (var cabin in ModUtility.GetCabins())
            {
                if (cabin.daysUntilUpgrade.Value == 1)
                {
                    var cabinIndoors = ((Cabin)cabin.indoors.Value);
                    cabin.daysUntilUpgrade.Value = -1;
                    cabinIndoors.upgradeLevel++;
                    cabinIndoors.moveObjectsForHouseUpgrade(cabinIndoors.upgradeLevel);
                    cabinIndoors.setMapForUpgradeLevel(cabinIndoors.upgradeLevel);
                }
            }
        }
コード例 #6
0
        private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
        {
            if (!Config.EnableMod)
            {
                return;
            }

            float elapsed = 6 - (Game1.timeOfDay / 100 + Game1.timeOfDay % 100 / 60f);

            if (elapsed <= 0)
            {
                elapsed += 24;
            }
            foreach (var key in utilitySystemDict.Keys)
            {
                var val = utilitySystemDict[key];
                for (int i = 0; i < val[GridType.electric].groups.Count; i++)
                {
                    val[GridType.electric].groups[i].powerVector   = GetGroupPower(key, val[GridType.electric].groups[i], GridType.electric);
                    val[GridType.electric].groups[i].storageVector = GetGroupStoragePower(key, val[GridType.electric].groups[i], GridType.electric);
                }
                for (int i = 0; i < val[GridType.water].groups.Count; i++)
                {
                    val[GridType.water].groups[i].powerVector   = GetGroupPower(key, val[GridType.water].groups[i], GridType.water);
                    val[GridType.water].groups[i].storageVector = GetGroupStoragePower(key, val[GridType.water].groups[i], GridType.water);
                }
                foreach (var group in val[GridType.electric].groups)
                {
                    ChangeStorageObjects(key, group, GridType.electric, elapsed);
                }
                foreach (var group in val[GridType.water].groups)
                {
                    ChangeStorageObjects(key, group, GridType.water, elapsed);
                }
            }
        }
コード例 #7
0
ファイル: ModEntry.cs プロジェクト: moyad01/StardewValleyMods
 private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     Helper.Events.GameLoop.UpdateTicked -= GameLoop_UpdateTicked;
 }
コード例 #8
0
 void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
 }
コード例 #9
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ファイル: Main.cs プロジェクト: Pathoschild/smapi-mod-dump
 private static void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     JunimoOfferingMade = false;
     PerformEndOfDayUpdate();
 }
コード例 #10
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 private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     State.PerformEndOfDayUpdate();
 }
コード例 #11
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 private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     stateMachine.NewDaySetup();
 }
コード例 #12
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 private void GameLoop_DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     ClearMonsters();
 }
コード例 #13
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 private void DayEnding(object sender, StardewModdingAPI.Events.DayEndingEventArgs e)
 {
     CheckForEdits("DayEnding");
 }
コード例 #14
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 /// <summary>
 /// Deletes all .json saved objects before saving.
 /// </summary>
 /// <param name="o"></param>
 /// <param name="sender"></param>
 public void DayEnding_CleanUpFilesForDeletion(object o, StardewModdingAPI.Events.DayEndingEventArgs sender)
 {
     //ModCore.log("Day ending now delete files!");
     this.deleteFilesBeforeSave();
 }