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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-08-09 01:18:05 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 19:08:06 -0400
commitfd77ae93d59222d70c86aebfc044f3af11063372 (patch)
tree76fac6ffc0cac70fb44f8b9ffc72471a2796a02f /src/SMAPI/Metadata/CoreAssetPropagator.cs
parent3f6865e8301535c8fbe83bc0f931a116adac0636 (diff)
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fix typos and inconsistent spelling
Diffstat (limited to 'src/SMAPI/Metadata/CoreAssetPropagator.cs')
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs42
1 files changed, 21 insertions, 21 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 3fbca04a..b72590fd 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -24,8 +24,8 @@ namespace StardewModdingAPI.Metadata
/*********
** Fields
*********/
- /// <summary>Normalises an asset key to match the cache key.</summary>
- private readonly Func<string, string> GetNormalisedPath;
+ /// <summary>Normalizes an asset key to match the cache key.</summary>
+ private readonly Func<string, string> GetNormalizedPath;
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
@@ -33,7 +33,7 @@ namespace StardewModdingAPI.Metadata
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
- /// <summary>Optimised bucket categories for batch reloading assets.</summary>
+ /// <summary>Optimized bucket categories for batch reloading assets.</summary>
private enum AssetBucket
{
/// <summary>NPC overworld sprites.</summary>
@@ -50,13 +50,13 @@ namespace StardewModdingAPI.Metadata
/*********
** Public methods
*********/
- /// <summary>Initialise the core asset data.</summary>
- /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
+ /// <summary>Initialize the core asset data.</summary>
+ /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
- public CoreAssetPropagator(Func<string, string> getNormalisedPath, Reflector reflection, IMonitor monitor)
+ public CoreAssetPropagator(Func<string, string> getNormalizedPath, Reflector reflection, IMonitor monitor)
{
- this.GetNormalisedPath = getNormalisedPath;
+ this.GetNormalizedPath = getNormalizedPath;
this.Reflection = reflection;
this.Monitor = monitor;
}
@@ -67,7 +67,7 @@ namespace StardewModdingAPI.Metadata
/// <returns>Returns the number of reloaded assets.</returns>
public int Propagate(LocalizedContentManager content, IDictionary<string, Type> assets)
{
- // group into optimised lists
+ // group into optimized lists
var buckets = assets.GroupBy(p =>
{
if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters\\Monsters"))
@@ -112,7 +112,7 @@ namespace StardewModdingAPI.Metadata
/// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
private bool PropagateOther(LocalizedContentManager content, string key, Type type)
{
- key = this.GetNormalisedPath(key);
+ key = this.GetNormalizedPath(key);
/****
** Special case: current map tilesheet
@@ -123,7 +123,7 @@ namespace StardewModdingAPI.Metadata
{
foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets)
{
- if (this.GetNormalisedPath(tilesheet.ImageSource) == key)
+ if (this.GetNormalizedPath(tilesheet.ImageSource) == key)
Game1.mapDisplayDevice.LoadTileSheet(tilesheet);
}
}
@@ -136,7 +136,7 @@ namespace StardewModdingAPI.Metadata
bool anyChanged = false;
foreach (GameLocation location in this.GetLocations())
{
- if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.GetNormalisedPath(location.mapPath.Value) == key)
+ if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.GetNormalizedPath(location.mapPath.Value) == key)
{
// general updates
location.reloadMap();
@@ -162,7 +162,7 @@ namespace StardewModdingAPI.Metadata
** Propagate by key
****/
Reflector reflection = this.Reflection;
- switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically
+ switch (key.ToLower().Replace("/", "\\")) // normalized key so we can compare statically
{
/****
** Animals
@@ -584,7 +584,7 @@ namespace StardewModdingAPI.Metadata
let locCritters = this.Reflection.GetField<List<Critter>>(location, "critters").GetValue()
where locCritters != null
from Critter critter in locCritters
- where this.GetNormalisedPath(critter.sprite.textureName) == key
+ where this.GetNormalizedPath(critter.sprite.textureName) == key
select critter
)
.ToArray();
@@ -664,7 +664,7 @@ namespace StardewModdingAPI.Metadata
// get NPCs
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.InvariantCultureIgnoreCase);
NPC[] characters = this.GetCharacters()
- .Where(npc => npc.Sprite != null && lookup.Contains(this.GetNormalisedPath(npc.Sprite.textureName.Value)))
+ .Where(npc => npc.Sprite != null && lookup.Contains(this.GetNormalizedPath(npc.Sprite.textureName.Value)))
.ToArray();
if (!characters.Any())
return 0;
@@ -692,7 +692,7 @@ namespace StardewModdingAPI.Metadata
(
from npc in this.GetCharacters()
where npc.isVillager()
- let textureKey = this.GetNormalisedPath($"Portraits\\{this.getTextureName(npc)}")
+ let textureKey = this.GetNormalizedPath($"Portraits\\{this.getTextureName(npc)}")
where lookup.Contains(textureKey)
select new { npc, textureKey }
)
@@ -852,17 +852,17 @@ namespace StardewModdingAPI.Metadata
}
}
- /// <summary>Get whether a key starts with a substring after the substring is normalised.</summary>
+ /// <summary>Get whether a key starts with a substring after the substring is normalized.</summary>
/// <param name="key">The key to check.</param>
- /// <param name="rawSubstring">The substring to normalise and find.</param>
+ /// <param name="rawSubstring">The substring to normalize and find.</param>
private bool KeyStartsWith(string key, string rawSubstring)
{
- return key.StartsWith(this.GetNormalisedPath(rawSubstring), StringComparison.InvariantCultureIgnoreCase);
+ return key.StartsWith(this.GetNormalizedPath(rawSubstring), StringComparison.InvariantCultureIgnoreCase);
}
- /// <summary>Get whether a normalised asset key is in the given folder.</summary>
- /// <param name="key">The normalised asset key (like <c>Animals/cat</c>).</param>
- /// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalised.</param>
+ /// <summary>Get whether a normalized asset key is in the given folder.</summary>
+ /// <param name="key">The normalized asset key (like <c>Animals/cat</c>).</param>
+ /// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalized.</param>
/// <param name="allowSubfolders">Whether to return true if the key is inside a subfolder of the <paramref name="folder"/>.</param>
private bool IsInFolder(string key, string folder, bool allowSubfolders = false)
{