Added an api for the ScreenReader.cs
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@@ -23,7 +23,7 @@ namespace stardew_access.Game
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return;
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previousSlotItem = currentSlotItem;
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ScreenReader.say($"{currentSlotItem.DisplayName} Selected", true);
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MainClass.screenReader.Say($"{currentSlotItem.DisplayName} Selected", true);
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}
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// Narrates current location's name
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@@ -38,7 +38,7 @@ namespace stardew_access.Game
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return;
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previousLocation = currentLocation;
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ScreenReader.say($"{currentLocation.Name} Entered",true);
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MainClass.screenReader.Say($"{currentLocation.Name} Entered",true);
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}
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public static void SnapMouseToPlayer()
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@@ -89,7 +89,7 @@ namespace stardew_access.Game
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{
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MainClass.hudMessageQueryKey = searchQuery;
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ScreenReader.say(toSpeak, true);
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MainClass.screenReader.Say(toSpeak, true);
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}
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}
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}
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@@ -33,7 +33,7 @@ namespace stardew_access.Game
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{
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if (!manuallyTriggered && prevTile != gt)
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{
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ScreenReader.prevTextTile = " ";
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MainClass.screenReader.prevTextTile = " ";
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}
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Dictionary<Vector2, Netcode.NetRef<TerrainFeature>> terrainFeature = Game1.currentLocation.terrainFeatures.FieldDict;
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@@ -45,7 +45,7 @@ namespace stardew_access.Game
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NPC npc = Game1.currentLocation.isCharacterAtTile(gt);
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toSpeak = npc.displayName;
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}
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else if(getFarmAnimalAt(Game1.currentLocation, x, y) != null)
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else if (getFarmAnimalAt(Game1.currentLocation, x, y) != null)
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{
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toSpeak = getFarmAnimalAt(Game1.currentLocation, x, y);
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}
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@@ -77,11 +77,11 @@ namespace stardew_access.Game
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{
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toSpeak = "Ladder";
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}
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else if(getBuildingAtTile(x, y) != null)
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else if (getBuildingAtTile(x, y) != null)
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{
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toSpeak = getBuildingAtTile(x, y);
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}
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else if(getJunimoBundleAt(x, y) != null)
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else if (getJunimoBundleAt(x, y) != null)
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{
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toSpeak = getJunimoBundleAt(x, y);
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}
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@@ -89,17 +89,17 @@ namespace stardew_access.Game
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#region Narrate toSpeak
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if (toSpeak != " ")
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if (manuallyTriggered)
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ScreenReader.say(toSpeak, true);
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else
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ScreenReader.sayWithTileQuery(toSpeak, x, y, true);
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if (manuallyTriggered)
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MainClass.screenReader.Say(toSpeak, true);
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else
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MainClass.screenReader.SayWithTileQuery(toSpeak, x, y, true);
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#endregion
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#region Play colliding sound effect
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if (isCollidingAtTile(x, y) && prevTile != gt)
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{
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Game1.playSound("colliding");
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}
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}
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#endregion
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prevTile = gt;
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