public FEPurchaseAnimalsMenu(FEFramework framework)
 {
     this.framework = framework;
     this.resetBounds();
     if (Game1.options.SnappyMenus)
     {
         base.populateClickableComponentList();
         this.snapToDefaultClickableComponent();
     }
 }
Пример #2
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        public FETreeTransplantMenu(FEFramework framework, IClickableMenu menu)
        {
            this.framework          = framework;
            this.TreeTransplantMenu = menu;

            this.assignClientBounds();

            this.swapFarmButton = new ClickableTextureComponent(new Rectangle(0, 0, Game1.tileSize, Game1.tileSize), framework.TreeTransplantFarmIcon, new Rectangle(0, 0, 64, 64), 1.0f);

            resetBounds();
        }
Пример #3
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 /// <summary>The mod entry point, called after the mod is first loaded.</summary>
 /// <param name="helper">Provides simplified APIs for writing mods.</param>
 public override void Entry(IModHelper helper)
 {
     ModHelper = helper;
     framework = new FEFramework(helper, Monitor);
     framework.IsTreeTransplantLoaded        = helper.ModRegistry.IsLoaded("TreeTransplant");// && helper.ModRegistry.Get("TreeTransplant").Version.IsNewerThan("1.0.0");
     helper.Events.Display.MenuChanged      += framework.OnMenuChanged;
     helper.Events.GameLoop.SaveLoaded      += framework.OnSaveLoaded;
     helper.Events.GameLoop.Saving          += framework.OnSaving;
     helper.Events.GameLoop.Saved           += framework.OnSaved;
     helper.Events.GameLoop.ReturnedToTitle += framework.OnReturnedToTitle;
     helper.Events.GameLoop.DayStarted      += framework.OnDayStarted;
 }
Пример #4
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 /// <summary>The mod entry point, called after the mod is first loaded.</summary>
 /// <param name="helper">Provides simplified APIs for writing mods.</param>
 public override void Entry(IModHelper helper)
 {
     framework = new FEFramework(helper, Monitor);
     framework.IsTreeTransplantLoaded = helper.ModRegistry.IsLoaded("TreeTransplant");// && helper.ModRegistry.Get("TreeTransplant").Version.IsNewerThan("1.0.0");
     //ControlEvents.KeyPressed += framework.ControlEvents_KeyPress;
     MenuEvents.MenuChanged        += framework.MenuEvents_MenuChanged;
     MenuEvents.MenuClosed         += framework.MenuEvents_MenuClosed;
     SaveEvents.AfterLoad          += framework.SaveEvents_AfterLoad;
     SaveEvents.BeforeSave         += framework.SaveEvents_BeforeSave;
     SaveEvents.AfterSave          += framework.SaveEvents_AfterSave;
     SaveEvents.AfterReturnToTitle += framework.SaveEvents_AfterReturnToTitle;
     TimeEvents.AfterDayStarted    += framework.TimeEvents_AfterDayStarted;
 }
Пример #5
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        public FECarpenterMenu(/*bool magicalConstruction = false*/ FEFramework framework, ICollection <BluePrint> farmBlueprints, ICollection <BluePrint> expansionBlueprints)
        {
            this._expansionBluePrintsToAdd = expansionBlueprints;
            this._farmBluePrintsToAdd      = farmBlueprints;

            //this.magicalConstruction = magicalConstruction;
            this.framework = framework;
            Game1.player.forceCanMove();
            this.resetBounds();
            this.populateFarmBlueprints();
            this.setNewActiveBlueprint();
            if (Game1.options.SnappyMenus)
            {
                base.populateClickableComponentList();
                this.snapToDefaultClickableComponent();
            }
        }
Пример #6
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 /*********
 ** Public methods
 *********/
 /// <summary>Construct an instance.</summary>
 /// <param name="framework">The Farm Expansion core framework.</param>
 public ModApi(FEFramework framework)
 {
     this.Framework = framework;
 }
Пример #7
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 public FarmExpansion(Map m, string name, FEFramework framework) : base(/*"FarmExpansion", name*/)
 {
     this.framework  = framework;
     this.Map        = m;
     this.name.Value = name;
 }
Пример #8
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 public FarmExpansion(Map m, string name, FEFramework framework) : base(m, name)
 {
     this.framework = framework;
 }