예제 #1
0
 public Tiles(Texture2D texture, TileType tileType, TileAction tileAction)
 {
     this.texture = texture;
     this.tileType = tileType;
     this.tileAction = tileAction;
     this.getWidth();
     this.getHeight();
 }
예제 #2
0
        public void PerformAction( TileAction _action )
        {
            if( m_actionIdx < (m_actionsHistoric.Count - 1) && m_actionsHistoric.Count > 0 )
            {
                m_actionsHistoric.RemoveRange( m_actionIdx+1, m_actionsHistoric.Count - m_actionIdx - 1 );
            }

            m_actionsHistoric.Add( _action ); ++m_actionIdx;
            _action.DoAction( MyAutoTileMap );
        }
예제 #3
0
 public Tile(string id, string name, TileType tileType, string color, Style style, Coordinate coordinate, TileAction action, string actionURI, string content = null, ContentType? correspondingScreenContentType = null, Dictionary<string, Tile> subTiles = null)
 {
     Id = id;
     Name = name;
     TileType = tileType;
     Color = (Color)ColorConverter.ConvertFromString(color);
     Style = style;
     Coordinate = coordinate;
     Action = action;
     ActionURI = actionURI;
     Content = content;
     CorrespondingScreenContentType = correspondingScreenContentType;
     SubTiles = subTiles;
 }
예제 #4
0
            internal static void Postfix(Vector2 grabTile, ref bool __result)
            {
                GameLocation location = Game1.currentLocation;

                if (!Utility.tileWithinRadiusOfPlayer((int)grabTile.X, (int)grabTile.Y, 1, Game1.player))
                {
                    return;
                }

                if (Game1.currentLocation.doesTileHaveProperty((int)grabTile.X, (int)grabTile.Y, "Action", "Buildings") is string action && TileAction.getCustomAction(action) is TileAction customAction)
                {
                    __result = TileAction.invokeCustomTileActions("Action", Game1.currentLocation, grabTile, "Buildings");
                }
            }
예제 #5
0
    IEnumerator AssignTiles()
    {
        // Fill out all tiles by page in order
        Dictionary <int, TileAction[]> tilesCollection = new Dictionary <int, TileAction[]>();

        for (int i = 0; i < pageTiles.Length; i++)
        {
            tilesCollection.Add(i, pageTiles[i].tiles);
        }
        // Assign randomized tiles
        GameObject obj;
        TileAction newTile = null;

        TileAction[] arr;
        Renderer[]   rends;
        int          r,
                     prevR = -1,
                     max   = System.Enum.GetNames(typeof(TileTypes)).Length;

        // Iterate through keys
        for (int i = 0; i < tilesCollection.Count; i++)
        {
            arr   = tilesCollection[i];
            bonus = false;
            // Iterate through tiles
            for (int j = 0; j < arr.Length; j++)
            {
                obj = arr[j].gameObject;
                r   = Random.Range(0, max);

                /**
                 * Here it should re-roll in 3 cases:
                 *  - Tile is the same as the previous one, not being a question tile
                 *  - Tile is a return tile and it's too close to the start
                 *  - Tile is an advance tile and it's too close to the end
                 */
                while ((r == prevR && r != (int)TileTypes.Question) ||
                       (r == (int)TileTypes.Return && i == 0 && j < 2) ||
                       (r == (int)TileTypes.Advance && i == tilesCollection.Count - 1 && j > arr.Length - 3) ||
                       (r == (int)TileTypes.Bonus && bonus))
                {
                    r = Random.Range(0, max);
                }
                switch (r)
                {
                case (int)TileTypes.Question:
                    newTile = obj.AddComponent <TileQuestion>();
                    (newTile as TileQuestion).page = i;
                    break;

                case (int)TileTypes.Advance:
                    newTile = obj.AddComponent <TileMove>();
                    (newTile as TileMove).forward = true;
                    break;

                case (int)TileTypes.Return:
                    newTile = obj.AddComponent <TileMove>();
                    (newTile as TileMove).forward = false;
                    break;

                case (int)TileTypes.Stop:
                    newTile = obj.AddComponent <TileModifier>();
                    (newTile as TileModifier).positive = false;
                    break;

                case (int)TileTypes.Bonus:
                    newTile = obj.AddComponent <TileModifier>();
                    (newTile as TileModifier).positive = true;
                    bonus = true;
                    break;

                case (int)TileTypes.Minigame:
                    newTile = obj.AddComponent <TileMinigame>();
                    break;

                case (int)TileTypes.Surprise:
                    newTile = obj.AddComponent <TileSurprise>();
                    (newTile as TileSurprise).mats = surpriseTileMats;
                    obj.AddComponent <TileQuestion>();
                    obj.AddComponent <TileMove>();
                    obj.AddComponent <TileModifier>();
                    obj.AddComponent <TileMinigame>();
                    break;
                }
                obj.name = tileNames[r];
                rends    = obj.GetComponentsInChildren <Renderer>(true);
                foreach (Renderer rd in rends)
                {
                    rd.material = tileMats[r];
                }
                Destroy(arr[j]);
                arr[j] = newTile;
                prevR  = r;
                yield return(new WaitForFixedUpdate());
            }
        }
        // Give all tiles to the manager, inserting start and end tiles
        manager.levelTiles = new Dictionary <int, Tile[]>();
        List <Tile> tiles;

        for (int i = 0; i < tilesCollection.Count; i++)
        {
            tiles = new List <Tile>();
            if (i == 0)
            {
                tiles.Add(startTile as Tile);
            }
            tiles.AddRange(tilesCollection[i]);
            if (i == tilesCollection.Count - 1)
            {
                tiles.Add(endTile as Tile);
            }
            manager.levelTiles[i] = tiles.ToArray();
        }
    }
예제 #6
0
 public void UpdateAction(DrawableTile tile, TileAction action)
 {
     objectsLayer.UpdateAction(tile, action);
     reselectTile(tile);
 }
 private Tiles LoadTile(string name, TileType tileType, TileAction tileAction)
 {
     return new Tiles(Content.Load<Texture2D>("Tiles/" + name), tileType, tileAction);
 }
예제 #8
0
        private int CalculatePriorityScore(int layerPriority, int lod, int distanceSquared, TileAction action)
        {
            float distanceFactor = ((5000f * 5000f) / distanceSquared);
            int   priority       = 1;

            switch (action)
            {
            case TileAction.Create:
                priority = (int)((1 + (10 * (lod + layerPriority))) * distanceFactor);
                break;

            case TileAction.Upgrade:
                priority = (int)((1 + (1 * (lod + layerPriority))) * distanceFactor);
                break;

            case TileAction.Downgrade:
                priority = (int)((1 + (0.5 * (lod + layerPriority))) * distanceFactor);
                break;

            case TileAction.Remove:
                priority = (int)((1 + (100 * (lod + layerPriority))) * distanceFactor);
                break;

            default:
                break;
            }
            return(priority);
        }
예제 #9
0
        // private int m_actionIdx = -1;
        // private List<TileAction>  m_actionsHistoric = new List<TileAction>();

        //Return only 1 TileData has change
        public TileAction.TileData PerformAction(TileAction _action)
        {
            return(_action.DoAction(MyAutoTileMap));
        }
        /// <summary>
        /// Copy a section of the tileset and use it as drawing template
        /// </summary>
        /// <param name="tilesetSelStart"></param>
        /// <param name="tilesetSelEnd"></param>
		public void RefreshBrushGizmoFromTileset( int tilesetSelStart, int tilesetSelEnd )
		{
			SpriteRenderer[] aSprites = GetComponentsInChildren<SpriteRenderer>();
			
			BrushAction = new TileAction();
            Vector2 pivot = new Vector2(0f,1f);

            int selTileW = (Mathf.Abs(tilesetSelStart - tilesetSelEnd) % MyAutoTileMap.Tileset.AutoTilesPerRow + 1);
            int selTileH = (Mathf.Abs(tilesetSelStart - tilesetSelEnd) / MyAutoTileMap.Tileset.AutoTilesPerRow + 1);
			int tilesetIdx = Mathf.Min( tilesetSelStart, tilesetSelEnd );
			int sprIdx = 0;
			Vector3 vSprPos = new Vector3( 0f, 0f, 0f );
            for (int j = 0; j < selTileH; ++j, tilesetIdx += (MyAutoTileMap.Tileset.AutoTilesPerRow - selTileW), vSprPos.y -= MyAutoTileMap.Tileset.TileWorldHeight)
			{
				vSprPos.x = 0;
                for (int i = 0; i < selTileW; ++i, ++tilesetIdx, ++sprIdx, vSprPos.x += MyAutoTileMap.Tileset.TileWorldWidth)
				{
					SpriteRenderer spriteRender = sprIdx < aSprites.Length? aSprites[sprIdx] : null;
					if( spriteRender == null )
					{
						GameObject spriteObj = new GameObject();
						spriteObj.transform.parent = transform;
						spriteRender = spriteObj.AddComponent<SpriteRenderer>();
					}
					spriteRender.transform.gameObject.name = "BrushGizmoPart"+sprIdx;
                    spriteRender.sprite = Sprite.Create(MyAutoTileMap.Tileset.AtlasTexture, MyAutoTileMap.Tileset.ThumbnailRects[tilesetIdx], pivot, AutoTileset.PixelToUnits);
					spriteRender.sortingOrder = 50; //TODO: +50 temporal? see for a const number later
					spriteRender.color = new Color32( 255, 255, 255, 160);
					
					spriteRender.transform.localPosition = vSprPos;
					
					bool hasAlpha = MyAutoTileMap.IsAutoTileHasAlpha( tilesetIdx );
					BrushAction.Push( MyAutoTileMap, i, j, tilesetIdx,  (int)( hasAlpha? AutoTileMap.eTileLayer.GROUND_OVERLAY : AutoTileMap.eTileLayer.GROUND));
				}
			}
			
			// clean unused sprite objects
			while(sprIdx < aSprites.Length)
			{
				if( Application.isEditor )
				{
					DestroyImmediate( aSprites[sprIdx].transform.gameObject );
				}
				else
				{
					Destroy( aSprites[sprIdx].transform.gameObject );
				}
				++sprIdx;
			}
		}
			public void CopyRelative( AutoTileMap _autoTileMap, TileAction _action, int tile_x, int tile_y )
			{
				foreach( TileData tileData in _action.aTileData )
				{
					Push( _autoTileMap, tileData.Tile_x + tile_x, tileData.Tile_y + tile_y, tileData.Tile_type, tileData.Tile_layer );
				}
			}
예제 #12
0
        /// <summary>
        /// Copy a section of the tileset and use it as drawing template
        /// </summary>
        /// <param name="tilesetSelStart"></param>
        /// <param name="tilesetSelEnd"></param>
        public void RefreshBrushGizmoFromTileset( int tilesetSelStart, int tilesetSelEnd )
        {
            SpriteRenderer[] aSprites = GetComponentsInChildren<SpriteRenderer>();

            BrushAction = new TileAction();
            Vector2 pivot = new Vector2(0f,1f);

            int selTileW = (Mathf.Abs(tilesetSelStart - tilesetSelEnd) % MyAutoTileMap.Tileset.AutoTilesPerRow + 1);
            int selTileH = (Mathf.Abs(tilesetSelStart - tilesetSelEnd) / MyAutoTileMap.Tileset.AutoTilesPerRow + 1);
            int tileIdx = Mathf.Min( tilesetSelStart, tilesetSelEnd );
            int sprIdx = 0;
            Vector3 vSprPos = new Vector3( 0f, 0f, 0f );
            for (int j = 0; j < selTileH; ++j, tileIdx += (MyAutoTileMap.Tileset.AutoTilesPerRow - selTileW), vSprPos.y -= MyAutoTileMap.Tileset.TileWorldHeight)
            {
                vSprPos.x = 0;
                for (int i = 0; i < selTileW; ++i, ++tileIdx, ++sprIdx, vSprPos.x += MyAutoTileMap.Tileset.TileWorldWidth)
                {
                    SpriteRenderer spriteRender = sprIdx < aSprites.Length? aSprites[sprIdx] : null;
                    if( spriteRender == null )
                    {
                        GameObject spriteObj = new GameObject();
                        spriteObj.transform.parent = transform;
                        spriteRender = spriteObj.AddComponent<SpriteRenderer>();
                    }
                    spriteRender.transform.gameObject.name = "BrushGizmoPart"+sprIdx;
                    spriteRender.sprite = Sprite.Create(MyAutoTileMap.Tileset.AtlasTexture, MyAutoTileMap.Tileset.ThumbnailRects[tileIdx], pivot, AutoTileset.PixelToUnits);
                    spriteRender.sortingOrder = 50; //TODO: +50 temporal? see for a const number later
                    spriteRender.color = new Color32( 255, 255, 255, 160);

                    spriteRender.transform.localPosition = vSprPos;

                    // If smart brush is enabled, the tiles with collision type Overlay will be placed directly in the first overlay layer found over current SelectedLayer
                    if (SmartBrushEnabled)
                    {
                        int overlayLayer = MyAutoTileMap.FindFirstLayerIdx(AutoTileMap.eLayerType.Overlay, MyAutoTileMap.BrushGizmo.SelectedLayer);
                        if (overlayLayer >= 0 && tileIdx >= 0 && MyAutoTileMap.Tileset.AutotileCollType[tileIdx] == AutoTileMap.eTileCollisionType.OVERLAY)
                        {
                            BrushAction.Push(MyAutoTileMap, i, j, tileIdx, overlayLayer);
                        }
                        else
                        {
                            // If SmartBrushEnabled and tile has alpha, it will be draw in the layer over the SelectedLayer
                            BrushAction.Push(MyAutoTileMap, i, j, tileIdx, SmartBrushEnabled && MyAutoTileMap.IsAutoTileHasAlpha(tileIdx) ? SelectedLayer + 1 : SelectedLayer);
                        }
                    }
                    else
                    {
                        BrushAction.Push(MyAutoTileMap, i, j, tileIdx, SelectedLayer);
                    }
                }
            }

            // clean unused sprite objects
            while(sprIdx < aSprites.Length)
            {
                if( Application.isEditor )
                {
                    DestroyImmediate( aSprites[sprIdx].transform.gameObject );
                }
                else
                {
                    Destroy( aSprites[sprIdx].transform.gameObject );
                }
                ++sprIdx;
            }
        }
예제 #13
0
        public static bool lockAction(string action, GameLocation location, Vector2 tile, string layer)
        {
            string[] strings = action.Split(' ');

            if (Game1.player.ActiveObject is Item i && i.ParentSheetIndex == int.Parse(strings[2]) && i.Stack >= int.Parse(strings[1]))
            {
                int amount = int.Parse(strings[1]);
                Game1.playSound("newArtifact");

                if (i.Stack > amount)
                {
                    i.Stack -= amount;
                }
                else
                {
                    Game1.player.removeItemFromInventory(i);
                }

                TileAction.invokeCustomTileActions("Success", location, tile, layer);

                if (strings.Length >= 4 && strings[3].ToLower() == "persist")
                {
                    string lockid = layer + "_" + (int)tile.X + "_" + (int)tile.Y;

                    if (strings.Length >= 5 && strings[4].ToLower() == "recall")
                    {
                        lockid += "_recall";
                    }

                    string lname = location.isStructure.Value ? location.uniqueName.Value : location.Name;
                    if (!location.Map.Properties.ContainsKey("PersistentData"))
                    {
                        location.Map.Properties.Add("PersistentData", "lock:" + lname + ":" + lockid);
                    }
                    else
                    {
                        location.Map.Properties["PersistentData"] = location.Map.Properties["PersistentData"].ToString() + ";" + "lock:" + lname + ":" + lockid;
                    }

                    if (!location.Map.Properties.ContainsKey("Unlocked"))
                    {
                        location.Map.Properties.Add("Unlocked", lockid);
                    }
                    else
                    {
                        location.Map.Properties["Unlocked"] = location.Map.Properties["Unlocked"].ToString() + ";" + lockid;
                    }

                    try
                    {
                        Tile calledTile = location.Map.GetLayer(layer).Tiles[(int)tile.X, (int)tile.Y];

                        if (calledTile != null && (calledTile.Properties.ContainsKey("Action") && calledTile.Properties["Action"].ToString().ToLower().Contains("lock") && calledTile.Properties["Action"].ToString().Contains(action)))
                        {
                            if (strings.Length >= 5 && strings[4].ToLower() == "recall")
                            {
                                if (calledTile.Properties.ContainsKey("Recall"))
                                {
                                    calledTile.Properties["Action"] = calledTile.Properties["Recall"];
                                }
                                else
                                {
                                    calledTile.Properties["Action"] = calledTile.Properties["Success"];
                                }
                            }
                            else
                            {
                                calledTile.Properties.Remove("Action");
                            }
                        }
                    }
                    catch
                    {
                    }
                }
            }
예제 #14
0
        private void registerTileActions()
        {
            TileAction CC = new TileAction("CC", (action, location, tile, layer) =>
            {
                List <string> text = action.Split(' ').ToList();
                string key         = text[1];
                text.RemoveAt(0);
                text.RemoveAt(0);
                action = String.Join(" ", text);
                if (key == "cs")
                {
                    action += ";";
                }
                Helper.ConsoleCommands.Trigger(key, action.Split(' '));
                return(true);
            }).register();

            TileAction Game = new TileAction("Game", (action, location, tile, layer) =>
            {
                List <string> text = action.Split(' ').ToList();
                text.RemoveAt(0);
                action = String.Join(" ", text);
                return(location.performAction(action, Game1.player, new xTile.Dimensions.Location((int)tile.X, (int)tile.Y)));
            }).register();

            TileAction Lua = new TileAction("Lua", (action, location, tile, layer) =>
            {
                string[] a = action.Split(' ');
                if (a.Length > 2)
                {
                    if (a[1] == "this")
                    {
                        string id = location.Name + "." + layer + "." + tile.Y + tile.Y;
                        if (!PyLua.hasScript(id))
                        {
                            if (layer == "Map")
                            {
                                if (location.map.Properties.ContainsKey("Lua_" + a[2]))
                                {
                                    string script = @"
                                function callthis(location,tile,layer)
                                " + location.map.Properties["Lua_" + a[2]].ToString() + @"
                                end";

                                    PyLua.loadScriptFromString(script, id);
                                }
                            }
                            else
                            {
                                if (location.doesTileHaveProperty((int)tile.X, (int)tile.Y, "Lua_" + a[2], layer) is string lua)
                                {
                                    PyLua.loadScriptFromString(@"
                                function callthis(location,tile,layer)
                                " + lua + @"
                                end", id);
                                }
                            }
                        }

                        if (PyLua.hasScript(id))
                        {
                            PyLua.callFunction(id, "callthis", new object[] { location, tile, layer });
                        }
                    }
                    else
                    {
                        try
                        {
                            PyLua.callFunction(a[1], a[2], new object[] { location, tile, layer });
                        }
                        catch
                        {
                        }
                    }
                }
                return(true);
            }).register();
        }
예제 #15
0
 public abstract IEnumerator DisplayAction(TileAction originTile);
예제 #16
0
 void Awake()
 {
     state  = TileType.None;
     action = TileAction.None;
 }
예제 #17
0
 /// <summary>
 /// Clear Brush tile selection
 /// </summary>
 public void Clear()
 {
     // RefreshBrushGizmo( -1, -1, -1, -1, -1, -1, false );
     BrushAction = null;
     RefreshSpriteRenderers();
 }
예제 #18
0
 public static void addTouchAction(this Map m, Vector2 position, TileAction action, string args)
 {
     m.GetLayer("Back").PickTile(new Location((int)position.X * Game1.tileSize, (int)position.Y * Game1.tileSize), Game1.viewport.Size).Properties.AddOrReplace("TouchAction", action.trigger + " " + args);
 }
예제 #19
0
        public override List <Tile> Handle(List <Tile> initialTiles)
        {
            List <Tile> tiles = initialTiles;

            for (int i = 0; i < initialTiles.Count(); i++)
            {
                Tile tile = initialTiles[i];

                TileAction  action       = tile.getNextAction();
                List <Tile> updatedTiles = tiles;
                bool        canMove      = true;
                bool        lightstrue   = true;
                TileAction  nextAction   = new NoAction();

                if (tile != null && tile.Actions.Count > 0)
                {
                    nextAction = tile.Actions[0];
                }

                if (nextAction.GetType() == typeof(MoveAction))
                {
                    switch (((MoveAction)nextAction).direction)
                    {
                    case Direction.Up:
                        canMove    = checkFront(tile.Position.X, tile.Position.Y - 1, initialTiles);
                        lightstrue = !(checkTrafficLight(tile.Position.X + 1, tile.Position.Y, initialTiles) && checkRightLight(tile.Position.X + 1, tile.Position.Y - 1, initialTiles));

                        break;

                    case Direction.Down:
                        canMove    = checkFront(tile.Position.X, tile.Position.Y + 1, initialTiles);
                        lightstrue = !(checkTrafficLight(tile.Position.X - 1, tile.Position.Y, initialTiles) && checkRightLight(tile.Position.X - 1, tile.Position.Y + 1, initialTiles));
                        break;

                    case Direction.Left:
                        canMove    = checkFront(tile.Position.X - 1, tile.Position.Y, initialTiles);
                        lightstrue = !(checkTrafficLight(tile.Position.X, tile.Position.Y - 1, initialTiles) && checkRightLight(tile.Position.X - 1, tile.Position.Y - 1, initialTiles));
                        break;

                    case Direction.Right:
                        canMove    = checkFront(tile.Position.X + 1, tile.Position.Y, initialTiles);
                        lightstrue = !(checkTrafficLight(tile.Position.X, tile.Position.Y + 1, initialTiles) && checkRightLight(tile.Position.X + 1, tile.Position.Y + 1, initialTiles));
                        break;
                    }
                }
                if (nextAction.GetType() == typeof(NoAction) && tile.Type == TileType.Car)
                {
                    updatedTiles = action.Handle(tile, initialTiles);
                    return(updatedTiles);
                }

                if (!tile.Dirty && lightstrue && canMove)
                {
                    updatedTiles = action.Handle(tile, initialTiles);
                }
                else
                {
                    tile.Actions.Insert(0, action);
                }

                tiles = updatedTiles;
            }

            return(tiles);
        }
        /// <summary>
        /// Clear Brush tile selection
        /// </summary>
		public void Clear()
		{
			RefreshBrushGizmo( -1, -1, -1, -1, -1, -1, false );
			BrushAction = null;
		}
예제 #21
0
        public void TileHandled(TileChange handledTileChange)
        {
            TileAction action = handledTileChange.action;

            activeTileChanges.Remove(new Vector3Int(handledTileChange.X, handledTileChange.Y, handledTileChange.layerIndex));
        }
	void FixedUpdate(){
		if (cooldown != 0) {
			cooldown--;
		}

		if(currentExecutingTileAction != null){
			currentExecutingTileAction.updateTileAction ();

			if(currentExecutingTileAction.finished){
				currentExecutingTileAction = null;
				BoardController.playerDone();
			}

			return;
		}

		if(playerID == BoardController.getCurrentPlayerID()){

			if(roll == 0 && GlobalPlayerManager.GetButton(playerID, "Start") && cooldown == 0){
				runeMenu.open = !runeMenu.open;
				runeMenu.playerID = playerID;
				cooldown = 7;
			}

			if (!runeMenu.open) {

				if (branch) {
					float xaxis = GlobalPlayerManager.GetAxis (playerID, "Horizontal");
					float yaxis = GlobalPlayerManager.GetAxis (playerID, "Vertical");

					if (upOption != null && yaxis > 0) {
						currentTile = upOption;
						branch = false;
						return;
					}
					if (downOption != null && yaxis < 0) {
						currentTile = downOption;
						branch = false;
						return;
					}
					if (leftOption != null && xaxis < 0) {
						currentTile = leftOption;
						branch = false;
						return;
					}
					if (rightOption != null && xaxis > 0) {
						currentTile = rightOption;
						branch = false;
						return;
					}
					return;
				}

				if (cooldown == 0 && GlobalPlayerManager.GetButton (playerID, "A")) {
					Roll ();
					visualRoll = roll;
					cooldown = 7;
				} else if (roll == 0) {
					popupText.text = "Press A to roll the dice";
					diceBackground.enabled = false;
				}

				if (roll != 0) {
					popupText.text = "" + visualRoll;
					diceBackground.enabled = true;

					if (moveFactor <= 0) {
						moveFactor = 1;
						roll--;

						if (roll != 0) {
							getNextTiles ();
							visualRoll = roll;
						} else {
							TileAction action = currentTile.GetComponent<TileAction> ();
							if(action != null){
								action.runTileAction(this);
								currentExecutingTileAction = action;
								return;
							}

							BoardController.playerDone ();
						}

					} else {
						moveFactor -= 0.07f;
						transform.position = lastTile.transform.position * (moveFactor) + currentTile.transform.position * (1f - moveFactor);
					}
				}

			} else {
				popupText.text = "";
				diceBackground.enabled = false;
			}
		}
	}
예제 #23
0
        private void GameLoop_GameLaunched(object sender, StardewModdingAPI.Events.GameLaunchedEventArgs e)
        {
            TileAction tileAction = new TileAction("alert", PyTKTileAction_Action);

            tileAction.register();
        }