Added colliding sound
This commit is contained in:
@@ -11,6 +11,7 @@ namespace stardew_access.Patches
|
||||
{
|
||||
private static string currentLetterText = " ";
|
||||
private static string currentLevelUpTitle = " ";
|
||||
public static Vector2? prevTile = null;
|
||||
|
||||
internal static bool PlaySoundPatch(string cueName)
|
||||
{
|
||||
@@ -24,34 +25,17 @@ namespace stardew_access.Patches
|
||||
|
||||
if(cueName == "grassyStep" || cueName == "sandyStep" || cueName == "snowyStep" || cueName == "stoneStep" || cueName == "thudStep" || cueName == "woodyStep")
|
||||
{
|
||||
if(!Game1.currentLocation.isTilePassable(Game1.player.nextPosition(Game1.player.getDirection()), Game1.viewport))
|
||||
Vector2 nextTile = CurrentPlayer.getNextTile();
|
||||
Rectangle rect = new Rectangle((int)nextTile.X * 64 + 1,(int) nextTile.Y * 64 + 1, 62, 62);
|
||||
if (Game1.currentLocation.isCollidingPosition(rect, Game1.viewport, true, 0, glider: false, Game1.player, pathfinding: false))
|
||||
{
|
||||
if (prevTile != nextTile)
|
||||
{
|
||||
prevTile = nextTile;
|
||||
Game1.playSound("sa_colliding");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#region Check for objects
|
||||
Vector2 gt = CurrentPlayer.getNextTile();
|
||||
|
||||
if (Game1.currentLocation.isObjectAtTile((int)gt.X, (int)gt.Y))
|
||||
{
|
||||
if (!Game1.currentLocation.getObjectAtTile((int)gt.X, (int)gt.Y).isPassable())
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Check for terrain features
|
||||
Dictionary<Vector2, Netcode.NetRef<TerrainFeature>> terrainFeature = Game1.currentLocation.terrainFeatures.FieldDict;
|
||||
if (terrainFeature.ContainsKey(gt))
|
||||
{
|
||||
if (!terrainFeature[gt].Get().isPassable())
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Check for resource clumps
|
||||
if(ReadTile.getResourceClumpAtTile((int)gt.X, (int) gt.Y)!=null)
|
||||
return false;
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
|
Reference in New Issue
Block a user