// public override bool performToolAction(Tool t, GameLocation location) { CCubesCore.logger.Info("Hi!"); Game1.playSound("woodWhack"); RewardRegistry.triggerRandomReward(tileLocation, Game1.player); return(true); }
public override void Entry(IModHelper helper) { RewardRegistry.initRewards(); /* Gets the texture that we will use for the Chance Cube. It feels weird to do it here, * but this is how the example i was following did it. */ chanceCubeTexture = this.Helper.Content.Load <Texture2D>("assets/chance_cube.png"); ChanceCube.texture = this.chanceCubeTexture; logger = new Log(this); InitEvents(helper.Events); helper.Content.AssetEditors.Add(new CCubesInjector()); CustomRewardsLoader.LoadCustomRewards(helper.Data, helper.DirectoryPath); logger.Info("Death and destruction prepared! (And Cookies. Cookies were also prepared.)"); }