private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs args) { ModEntry.Log("GameEvents_AfterReturnToTitle", StardewModdingAPI.LogLevel.Trace); isDeepWoodsGameRunning = false; hasRequestedInitMessageFromServer = false; }
/* OnReturnedToTitle * Returning to title and loading new save causes NPCs to load in the wrong save. * So this clears out the children list/copies dictionary on return to title. * (Children exist in the save data and NPCs don't, * so this won't cause people to lose their children when reloading from save.) */ private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { copies = new Dictionary <string, NPC>(); children = new List <Child>(); children_parents = new Dictionary <string, string>(); updateNeeded = true; }
/// <summary>Raised after the game returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { Conditions.Reset(); IsBloodMoon = false; ExpireTime = 0; CropList.Clear(); }
/// <summary>Raised after a game has exited a game/save to the title screen. Here we unhook our gameplay events.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { if (Debug) { MyHelper.Events.Input.ButtonPressed -= Input_ButtonPressed; } }
/// <summary>Raised after the game returns to the title screen.</summary> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { // Reset stuff modSaveData = null; furnaces.Clear(); furnaces.Clear(); }
private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) //Prevent weird graphical bugs when the player returns to title screen with umbrella equipped { drawUmbrella = false; drawRegularFarmer = true; fullRedraw = true; redrawFarmer(); }
private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { Helper.Events.GameLoop.UpdateTicked -= OnUpdateTicked; Helper.Events.Input.ButtonPressed -= OnButtonPressed; SpeechHandlerPolly.stop(); }
/// <summary>Raised after the game returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { foreach (IEventSubscriber subscriber in this.subscribers) { subscriber.Unsubscribe(); } }
private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { // Unhook into the 1 second tick Helper.Events.GameLoop.OneSecondUpdateTicked -= this.OnOneSecondUpdateTicked; cachedRequestedSong = null; waitingForEventToFinishToResumeCachedSong = false; }
/// <summary>Raised after a game has exited a game/save to the title screen. Here we unhook our gameplay events.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { MyHelper.Events.Input.ButtonPressed -= Input_ButtonPressed; if (!Config.UseHarmony) { MyHelper.Events.Player.Warped -= Player_Warped; } }
private static void GameLoop_ReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { // Local co-op farmhands should not clear custom area-bundle data if (!Context.IsSplitScreen || Context.IsMainPlayer) { BundleManager.Clear(); } }
/// <summary>Event that is called when the game returns to the title.</summary> /// <param name="sender">The object</param> /// <param name="e">The Returned To Titles Event argument</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { //Set the menu to null since it's a per save type of thing Menu = null; //Clear the favorites list as it's per save PlayerLoader.Favorites.Clear(); }
/// <summary>Raised after the game returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> public void onReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { // clear last save if (this.Config.ForgetLastFileOnTitle) { this.clearLastSave(); } }
/// <summary>Raised after a game has exited a game/save to the title screen. Here we unhook our gameplay events.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { MyHelper.Events.Input.ButtonPressed -= Input_ButtonPressed; MyHelper.Events.Input.ButtonReleased -= Input_ButtonReleased; MyHelper.Events.GameLoop.UpdateTicking -= GameLoop_UpdateTicking; MyHelper.Events.GameLoop.UpdateTicked -= GameLoop_UpdateTicked; MyHelper.Events.Player.InventoryChanged -= Player_InventoryChanged; }
internal void OnReturnToTitle(object sender, ReturnedToTitleEventArgs e) { if (Config.ShowVisualUpgrades) { Data = new ModData(); //Force Back to Defaults. Helper.Content.InvalidateCache("Buildings/Greenhouse"); } }
private void ReturnedToTitle(object?sender, ReturnedToTitleEventArgs e) { if (GMCM?.HasGottenAPI == true) { GMCM.Unregister(); this.SetUpBasicConfig(); } }
private void DelistServer(object sender = null, ReturnedToTitleEventArgs e = null) { Monitor.Log("Delisting FarmHubServer"); FarmHubMod.events.GameLoop.TimeChanged -= Update; FarmHubMod.events.GameLoop.ReturnedToTitle -= DelistServer; Task.Run(() => farms.Child(Id).DeleteAsync()); FarmHubMod.myServer = null; }
/// <summary>Raised after the game returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { PrestigeSaveData.Instance.Read(); SaveIsLoaded = false; Logger.LogInformation("Return To Title."); PerSaveOptions.ClearLoadedPerSaveOptionsFile(); ExperienceHandler.ResetExperience(); }
/// <summary> /// Clears save-specific data for villager reactions, sunscreen, and sunburn. Raised when the player returns to title screen. /// </summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void onReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { //clear any previous data from other saves? Initialize zeros and all? IsSaveReady = false; Reacts = null; Sunscreen = null; Burn = null; }
/// <summary>Tasks performed after the game returns to the title screen.</summary> private void ReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { if (Context.IsMainPlayer != true) { return; } //if the player using this mod is a multiplayer farmhand, don't do anything //clear data to avoid errors (e.g. when exiting to title and creating a new farm, "DayEnding" will fire before "DayStarted" and check this data) Utility.FarmDataList.Clear(); }
private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { // Unload if the main player quits. if (Context.ScreenId != 0) { return; } _modOptionsPageHandler?.Dispose(); _modOptionsPageHandler = null; }
/// <summary> /// Removes event subscriptions when the player returns to the title /// </summary> private void ReturnToTitleEventUnsubcriptions(object sender, ReturnedToTitleEventArgs args) { EventSubscriber.Instance.RemoveSubscriptions(); // Re-add the first day event subscriptions SMAPI.Events.GameLoop.DayStarted += FirstDayEventSubscriptions; SMAPI.Events.GameLoop.ReturnedToTitle -= ReturnToTitleEventUnsubcriptions; // If we exit to the menu, then we will need a new first day setup isFirstDay = true; }
/// <summary>Raised after a game has exited a game/save to the title screen. Here we unhook our gameplay events.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { MyHelper.Events.Input.ButtonPressed -= Input_ButtonPressed; MyHelper.Events.Input.ButtonReleased -= Input_ButtonReleased; MyHelper.Events.Display.RenderedWorld -= Display_OnRenderedWorld; if (!Config.UseHarmony) { MyHelper.Events.Player.InventoryChanged -= Player_InventoryChanged; MyHelper.Events.World.ObjectListChanged -= World_ObjectListChanged; } }
/// <summary>Raised after the player returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { Helper.Events.GameLoop.DayStarted -= OnDayStarted; Helper.Events.Player.Warped -= OnWarped; Helper.Events.GameLoop.DayEnding -= OnDayEnding; if (currentlyInPajamas) { ChangeIntoRegularClothes(); } }
private void TitleReturn(object sender, ReturnedToTitleEventArgs e) { if (GameState.Current.Activated) { foreach (var bundle in Bundles.List) { bundle.Perk?.Disable(); } } GameState.Current = null; Invalidate(); }
/// <summary>Raised after the game returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { this.IsReady = false; this.PlayerData = null; this.Characters = null; this.HasEnteredEvent = false; this.HasRecentlyCompletedQuest = false; this.CurrentNumberOfCompletedBundles = 0; this.CurrentNumberOfCompletedDailyQuests = 0; this.CurrentUniqueItemsShipped = 0; this.DaysAfterCompletingLastDailyQuest = 0; }
/// <summary>Raised after the game returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { // reset state m_previousLoadMenu = null; m_farmers.Clear(); // load per-save configs m_farmerConfigs.Clear(); ReadLocalConfigs(m_farmerConfigs); // restore load-menu patcher m_events.GameLoop.UpdateTicked += OnUpdateTicked_PatchLoadMenu; }
/// <summary>Event to handle the Load Menu if the player returns to the title</summary> /// <param name="sender">The object</param> /// <param name="e">The returned to title event argument</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { //Reset the state PreviousLoadMenu = null; Farmers.Clear(); //Load the per saves configs FarmerConfigsDictionary.Clear(); ReadLocalConfigs(); //Restore the load-menu patcher Entry.Helper.Events.GameLoop.UpdateTicked += OnUpdateTickedPatchLoadMenu; }
/// <summary>Raised after the player returns to the title screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e) { m_shouldProcessRules = false; ClearPictureEventRegistration(); // if there are pending screenshots, cancel them if (m_ssActions.Count > 0) { m_ssActions.Clear(); } m_ssCntDwnTicks = 0; }
/// <summary> /// Raised after the game returns to the title screen. /// </summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void Title(object sender, ReturnedToTitleEventArgs e) { if (ModEntry.perScreen.Value.SpecialOrdersCompleted.Count != 0) { ModEntry.perScreen.Value.SpecialOrdersCompleted.Clear(); this.Monitor.Log("Clearing Special Order data, ready for new save"); } if (ModEntry.perScreen.Value.QuestsCompleted.Count != 0) { ModEntry.perScreen.Value.QuestsCompleted.Clear(); this.Monitor.Log("Clearing Quest data, ready for new save"); } }