private void MuseumDialogAnswerHandler(Farmer farmer, string whichAnswer) { switch (whichAnswer) { case DialogOption_Donate: Game1.activeClickableMenu = new MuseumMenuEx(); break; case DialogOption_Rearrange: Game1.activeClickableMenu = new MuseumMenuNoInventory(); break; case DialogOption_Collect: Game1.activeClickableMenu = new ItemGrabMenu(LibraryMuseumHelper.GetRewardsForPlayer(Game1.player), false, true, null, null, "Rewards", new ItemGrabMenu.behaviorOnItemSelect(LibraryMuseumHelper.CollectedReward), false, false, false, false, false, 0, null, -1, this); break; case DialogOption_Status: if (LibraryMuseumHelper.HasCollectedAllBooks && LibraryMuseumHelper.HasDonatedAllMuseumPieces) { Game1.drawDialogue(gunther, translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_STATUS_COMPLETED)); } else { DialogHelper.DrawDialog(translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_STATUS_INTRO) + DialogHelper.DIALOG_NEWLINE + translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_LIBRARY_STATUS) + LibraryMuseumHelper.LibraryBooks + "/" + LibraryMuseumHelper.TotalLibraryBooks + DialogHelper.DIALOG_NEWLINE + translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_MUSEUM_STATUS) + LibraryMuseumHelper.MuseumPieces + "/" + LibraryMuseumHelper.TotalMuseumPieces, gunther); } break; case DialogOption_Leave: break; } }
private void MuseumDialogAnswerHandler(Farmer farmer, string whichAnswer) { switch (whichAnswer) { case DialogOption_Donate: Game1.activeClickableMenu = new MuseumMenuEx(); break; case DialogOption_Rearrange: Game1.activeClickableMenu = new MuseumMenuNoInventory(); break; case DialogOption_Collect: Game1.activeClickableMenu = (IClickableMenu) new ItemGrabMenu((IList <Item>)LibraryMuseumHelper.GetRewardsForPlayer(Game1.player), false, true, (InventoryMenu.highlightThisItem)null, (ItemGrabMenu.behaviorOnItemSelect)null, "Rewards", new ItemGrabMenu.behaviorOnItemSelect(LibraryMuseumHelper.CollectedReward), false, false, false, false, false, 0, (Item)null, -1, (object)this); break; case DialogOption_Status: if (LibraryMuseumHelper.HasCollectedAllBooks && LibraryMuseumHelper.HasDonatedAllMuseumPieces) { Game1.drawDialogue(gunther, translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_STATUS_COMPLETED)); } else { // Work-around to create newlines string statusIntroLinePadding = translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_STATUS_INTRO_LINE_PADDING); if (statusIntroLinePadding.StartsWith("(no translation:")) { statusIntroLinePadding = ""; } string libraryStatusLinePadding = translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_LIBRARY_STATUS_LINE_PADDING); if (libraryStatusLinePadding.StartsWith("(no translation:")) { libraryStatusLinePadding = ""; } Game1.drawDialogue(gunther, translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_STATUS_INTRO) + statusIntroLinePadding + translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_LIBRARY_STATUS) + $"{ LibraryMuseumHelper.LibraryBooks}/{LibraryMuseumHelper.TotalLibraryBooks}" + libraryStatusLinePadding + translationHelper.Get(Translation.GUNTHER_ARCHAEOLOGY_HOUSE_MUSEUM_STATUS) + $"{LibraryMuseumHelper.MuseumPieces}/{LibraryMuseumHelper.TotalMuseumPieces} "); } break; case DialogOption_Leave: break; } }