private void OpenAnimalDoors(object sender, StardewModdingAPI.Events.TimeChangedEventArgs timeOfDayChanged) { if (timeOfDayChanged.NewTime >= ModConfig.Instance.AnimalDoorOpenTime && timeOfDayChanged.NewTime < ModConfig.Instance.AnimalDoorCloseTime) { Helper.Events.GameLoop.TimeChanged -= this.OpenAnimalDoors; SetAllAnimalDoorsState(Buildings.AnimalDoorState.OPEN); } }
private void CloseAnimalDoors(object sender, StardewModdingAPI.Events.TimeChangedEventArgs timeOfDayChanged) { if (timeOfDayChanged.NewTime >= ModConfig.Instance.AnimalDoorCloseTime) { List <Buildings.AnimalBuilding> eligibleAnimalBuildings = this.EligibleAnimalBuildings; foreach (Buildings.AnimalBuilding animalBuilding in eligibleAnimalBuildings) { if (!animalBuilding.AreAllAnimalsHome()) { return; } } SetAllAnimalDoorsState(Buildings.AnimalDoorState.CLOSED); Helper.Events.GameLoop.TimeChanged -= this.CloseAnimalDoors; } }