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#nullable disable
using System.Linq;
using StardewValley;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
{
/// <summary>A command which freezes the current time.</summary>
internal class FreezeTimeCommand : ConsoleCommand
{
/*********
** Fields
*********/
/// <summary>The time of day at which to freeze time.</summary>
internal static int FrozenTime;
/// <summary>Whether to freeze time.</summary>
private bool FreezeTime;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public FreezeTimeCommand()
: base("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).", mayNeedUpdate: true) { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
public override void Handle(IMonitor monitor, string command, ArgumentParser args)
{
if (args.Any())
{
// parse arguments
if (!args.TryGetInt(0, "value", out int value, min: 0, max: 1))
return;
// handle
this.FreezeTime = value == 1;
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
else
{
this.FreezeTime = !this.FreezeTime;
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
}
/// <summary>Perform any logic needed on update tick.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
public override void OnUpdated(IMonitor monitor)
{
if (this.FreezeTime && Context.IsWorldReady)
Game1.timeOfDay = FreezeTimeCommand.FrozenTime;
}
}
}
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