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ModEntry.cs
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/*
* This software is licensed under the MIT License
* https://github.com/GStefanowich/SDV-NFFTT
*
* Copyright (c) 2019 Gregory Stefanowich
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using StardewModdingAPI;
using StardewValley.Characters;
using Harmony;
namespace NotFarFromTheTree {
public class ModEntry : Mod, IAssetLoader {
public static IMonitor MONITOR;
public static string MOD_ID;
public static IModHelper MOD_HELPER;
/*
* Mod Initializer
*/
public override void Entry(IModHelper helper) {
// Initialize the Harmony Override Console
ModEntry.MOD_ID = this.ModManifest.UniqueID;
ModEntry.MOD_HELPER = this.Helper;
ModEntry.MONITOR = this.Monitor;
// Load Harmony (For Patching)
HarmonyInstance harmony = HarmonyInstance.Create(ModEntry.MOD_ID);
// Patch the method in Harmony
harmony.Patch(
AccessTools.Method(typeof(Child), nameof(Child.reloadSprite)),
new HarmonyMethod(typeof(ChildOverride), nameof(ChildOverride.reloadSprite))
);
// When receiving messages from other mods
helper.Events.Multiplayer.ModMessageReceived += ModEvents.OnMessageNotification;
// When exiting a game, dump the Cached values
helper.Events.GameLoop.ReturnedToTitle += (sender, args) => ChildDat.CHILDREN_PARENT.Clear();
// Register command
helper.ConsoleCommands.Add(
"genetics",
"Change the resemblance of one of your children to an NPC.\n\nUsage: child_parent <Child> <Parent>\n- Child: The name of your child.\n- Parent: An NPC from the town (IE; \"Harvey\", \"Emily\", \"Haley\"...).\n",
ModEvents.CommandGeneticsBase
);
}
/*
* Asset Handling Overrides
*/
bool IAssetLoader.CanLoad<T>(IAssetInfo asset) => Assets.Has(asset.AssetName) || Assets.IsWrapped(asset.AssetName);
T IAssetLoader.Load<T>(IAssetInfo asset) => (T)(object)Assets.Get(asset.AssetName);
}
}