This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// You will need "TiledNet" from NuGet. (Also found here: https://github.com/napen123/Tiled.Net) | |
using Tiled; | |
private class TileMapping | |
{ | |
public TileSheet tileSheet = null; | |
public int tileId = 0; | |
public TileMapping() { } | |
public TileMapping( TileSheet ts, int id ) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <boost/filesystem.hpp> | |
#include <SFML/Graphics/Image.hpp> | |
#include <util/File.hpp> | |
#include <xnb/File.hpp> | |
namespace fs = boost::filesystem; | |
void extract( xnb::File& file, const std::string& output ) | |
{ | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Many commands that ask for an NPC (such as faceDirection) can take 'farmer' as well. | |
removeObjects - Clears all objects from the current location. | |
cmenu, customize, customizeMenu - Opens the character menu (new game, not wizard). | |
mainMenu, mainmenu, removeDebris - Removes all debris (such as dropped items). | |
pick, pickax, pickaxe - Adds a new basic pickaxe to your inventory. | |
where, whereis <S:NPC> - Prints the location and coordinates of <NPC>. | |
bloomDay - The game's bloom. Doesn't work. | |
cat <I:X> <I:Y> - Adds a cat at (<X>, <Y>) in the current location. | |
museumloot - Marks artifacts as found and adds minerals to inventory. Stops when the inventory is full. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
private void locChanged( object sender, EventArgsCurrentLocationChanged args ) | |
{ | |
if ( args.NewLocation.name == "FarmHouse" ) | |
{ | |
var house = args.NewLocation as FarmHouse; | |
var displayingSpouseRoom = Helper.Reflection.GetPrivateField<bool>(house, "displayingSpouseRoom"); | |
if (displayingSpouseRoom.GetValue() && Game1.player.isMarried() ) | |
{ | |
var data = CustomNpcData.get(Game1.player.getSpouse().name); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <any> | |
#include <cmath> | |
#include <imgui.h> | |
#include <imgui_internal.h> | |
#include "NodeGraph.hpp" | |
namespace | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Your config class | |
public class DummyConfig | |
{ | |
public bool dummyBool = true; | |
public int dummyInt1 = 50; | |
public int dummyInt2 = 50; | |
public float dummyFloat1 = 0.5f; | |
public float dummyFloat2 = 0.5f; | |
public string dummyString1 = "Kirby"; | |
public string dummyString2 = "Default"; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Mono.Cecil; | |
using Mono.Cecil.Cil; | |
using Netcode; | |
using StardewModdingAPI; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Harmony; | |
using Netcode; | |
using SpaceShared; | |
using StardewModdingAPI; | |
using StardewModdingAPI.Events; | |
using StardewModdingAPI.Utilities; | |
using StardewValley; | |
using StardewValley.Network; | |
using System; | |
using System.Collections.Generic; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
namespace StardewModdingAPI.Toolkit.Serialization | |
{ | |
public class MyNetConverter : JsonConverter | |
{ | |
public override bool CanRead => true; | |
public override bool CanWrite => true; | |
public override bool CanConvert( Type objectType ) | |
{ | |
//Console.WriteLine( "checking " + objectType ); | |
return typeof( AbstractNetSerializable ).IsAssignableFrom( objectType ); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
extends Node2D | |
func _physics_process(delta): | |
var vels = get_tree().get_nodes_in_group( "components/VelocityComponent" ) | |
for node in vels: | |
var vel = ComponentServer.get_component( node, "VelocityComponent" ) | |
node.move_and_collide( vel.velocity * delta ) | |
var velsCS = get_tree().get_nodes_in_group( "components/VelocityCSComponent" ) | |
for node in velsCS: |
OlderNewer