/// <summary>The method to call after <see cref="Game1.loadForNewGame"/>.</summary> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> private static void After_LoadForNewGame() { Game1Patcher.IsInLoadForNewGame = false; if (Game1Patcher.IsCreating()) { Game1Patcher.OnStageChanged(LoadStage.CreatedLocations); } }
/********* ** Private methods *********/ /// <summary>The method to call before <see cref="Game1.AddModNPCs"/>.</summary> /// <returns>Returns whether to execute the original method.</returns> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> private static bool Before_AddModNpcs() { // When this method is called from Game1.loadForNewGame, it happens right after adding the vanilla // locations but before initializing them. if (Game1Patcher.IsInLoadForNewGame) { Game1Patcher.OnStageChanged(Game1Patcher.IsCreating() ? LoadStage.CreatedInitialLocations : LoadStage.SaveAddedLocations ); } return(true); }
/// <summary>The method to call before <see cref="Game1.CleanupReturningToTitle"/>.</summary> /// <returns>Returns whether to execute the original method.</returns> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> private static bool Before_CleanupReturningToTitle() { Game1Patcher.OnStageChanged(LoadStage.ReturningToTitle); return(true); }