/// <summary> /// Sets up NPC Morris as a <see cref="SocialNPC"/>, if it wasn't already set up. /// </summary> private void SetUpMorris() { // If CC hasn't been completed then we create Morris if (Game1.MasterPlayer != null && !Game1.MasterPlayer.hasCompletedCommunityCenter()) { var blah = Game1.getCharacterFromName("Morris", mustBeVillager: true); if (blah == null) { var morris = new NPC { DefaultMap = "JojaMart", FacingDirection = 3, Name = "Morris", Portrait = this.Helper.Content.Load <Texture2D>("[SVE] Morris/assets/Image/Morris.png") }; Morris = new SocialNPC(morris, new Vector2(27, 27)); } else { Morris = new SocialNPC(Game1.getCharacterFromName("Morris", mustBeVillager: true), new Vector2(27, 27)); } } }
/// <summary> /// Sets up NPC Marlon as a <see cref="SocialNPC"/>, if it wasn't already set up. /// </summary> private void SetUpMarlon() { Marlon = new SocialNPC(Game1.getCharacterFromName("Marlon", mustBeVillager: true), new Vector2(4, 11)); }
private void Clean(object sender, EventArgs e) { Marlon = null; Morris = null; }