public override void drawAboveAlwaysFrontLayer(SpriteBatch b) { base.drawAboveAlwaysFrontLayer(b); foreach (var character in this.characters) { (character as Monster)?.drawAboveAllLayers(b); } DeepWoodsDebris.Draw(this, b); }
public override void UpdateWhenCurrentLocation(GameTime time) { base.UpdateWhenCurrentLocation(time); DeepWoodsDebris.Update(this, time); foreach (ResourceClump resourceClump in this.resourceClumps) { resourceClump.tickUpdate(time, resourceClump.tile.Value, this); } }
protected override void resetLocalState() { base.resetLocalState(); // TODO: Better critter spawning in forest this.tryToAddCritters(false); ModEntry.GetAPI().CallBeforeDebrisCreation(this); if (!ModEntry.GetAPI().CallOverrideDebrisCreation(this)) { DeepWoodsDebris.Initialize(this); } ModEntry.GetAPI().CallAfterDebrisCreation(this); foreach (Vector2 lightSource in this.lightSources) { Game1.currentLightSources.Add(new LightSource(LightSource.indoorWindowLight, lightSource * 64f, 1.0f)); } DeepWoodsManager.FixLighting(); }
public override void UpdateWhenCurrentLocation(GameTime time) { base.UpdateWhenCurrentLocation(time); DeepWoodsDebris.Update(this, time); }
public override void cleanupBeforePlayerExit() { base.cleanupBeforePlayerExit(); DeepWoodsDebris.Clear(this); Game1.changeMusicTrack(""); }