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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-05-05 22:20:15 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-05-05 22:20:15 -0400
commit591b1aca780b4460c7845534eb624697025b891e (patch)
treed5a782061e89ae2068212f062b87f471b6c70138 /src
parentefe94c26536ff4a346685da5d11252a9a9a5a0eb (diff)
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update fence asset propagation in SDV 1.3
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index f057eebe..7ca0bd82 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -320,7 +320,7 @@ namespace StardewModdingAPI.Metadata
return this.ReloadNpcSprites(content, key, monster: true);
if (key.StartsWith(this.GetNormalisedPath("LooseSprites\\Fence"), StringComparison.InvariantCultureIgnoreCase))
- return this.ReloadFenceTextures(key);
+ return this.ReloadFenceTextures(content, key);
if (this.IsInFolder(key, "Portraits"))
return this.ReloadNpcPortraits(content, key);
@@ -412,9 +412,10 @@ namespace StardewModdingAPI.Metadata
}
/// <summary>Reload the sprites for a fence type.</summary>
+ /// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadFenceTextures(string key)
+ private bool ReloadFenceTextures(LocalizedContentManager content, string key)
{
// get fence type
if (!int.TryParse(this.GetSegments(key)[1].Substring("Fence".Length), out int fenceType))
@@ -425,16 +426,16 @@ namespace StardewModdingAPI.Metadata
(
from location in this.GetLocations()
from fence in location.Objects.Values.OfType<Fence>()
- where fenceType == 1
- ? fence.isGate.Value
- : fence.whichType.Value == fenceType
+ where
+ fence.whichType.Value == fenceType
+ || (fence.isGate.Value && fenceType == 1) // gates are hardcoded to draw fence type 1
select fence
)
.ToArray();
// update fence textures
foreach (Fence fence in fences)
- fence.reloadSprite();
+ this.Reflection.GetField<Lazy<Texture2D>>(fence, "fenceTexture").SetValue(new Lazy<Texture2D>(fence.loadFenceTexture));
return true;
}