//Floors public static void setMissingFloorsToDefault(StardewValley.Locations.DecoratableLocation location) { List <Rectangle> floors = location.getFloors(); while (location.floor.Count < floors.Count) { location.floor[location.floor.Count] = getFloorIndex(location.map, floors[location.floor.Count].X, floors[location.floor.Count].Y); } }
//Walls public static void setMissingWallpaperToDefault(StardewValley.Locations.DecoratableLocation location) { List <Rectangle> walls = location.getWalls(); Logger.Log(location.Name + " has " + walls.Count + " walls, and " + location.wallPaper.Count + " wallpapers."); while (location.wallPaper.Count < walls.Count) { location.wallPaper[location.wallPaper.Count] = getWallpaperIndex(location.map, walls[location.wallPaper.Count].X, walls[location.wallPaper.Count].Y); Logger.Log("Added wall with wallpaper " + location.wallPaper[location.wallPaper.Count - 1]); } Logger.Log(location.Name + " now has " + walls.Count + " walls, and " + location.wallPaper.Count + " wallpapers."); }
public static void setWallpaperDefaults(StardewValley.Locations.DecoratableLocation location) { List <Rectangle> walls = location.getWalls(); List <Rectangle> floors = location.getFloors(); Logger.Log("Setting defaults for " + location.name + " (" + location.uniqueName + ")"); for (int wallIndex = 0; wallIndex < walls.Count; wallIndex++) { Logger.Log("Setting default wall for the wall " + walls[wallIndex].ToString() + "..."); int wallPaperIndex = getWallpaperIndex(location.map, walls[wallIndex].X, walls[wallIndex].Y); location.wallPaper[wallIndex] = wallPaperIndex; //house.setWallpaper(wallPaperIndex, wallIndex, true); } for (int floorIndex = 0; floorIndex < floors.Count; floorIndex++) { Logger.Log("Setting default floor for the floor " + floors[floorIndex].ToString() + "..."); int floorTileIndex = getFloorIndex(location.map, floors[floorIndex].X, floors[floorIndex].Y); location.floor[floorIndex] = floorTileIndex; } }