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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-07-12 20:51:46 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 18:48:40 -0400
commite2f545484e1a63d55154e2b6a924dfb6d94f7a5a (patch)
tree4c0fe1b8798e07df0419171770b0f41c16e87baa /src
parentc6d4381142ef4e871a7b203c4c940a792bcd1a1e (diff)
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add asset propagation for critter textures (#652)
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs34
1 files changed, 33 insertions, 1 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 9e84c67f..b000d503 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -316,8 +316,12 @@ namespace StardewModdingAPI.Metadata
return true;
/****
- ** Content\Critters
+ ** Content\TileSheets
****/
+ case "tilesheets\\critters": // Critter constructor
+ this.ReloadCritterTextures(content, key);
+ return true;
+
case "tilesheets\\crops": // Game1.LoadContent
Game1.cropSpriteSheet = content.Load<Texture2D>(key);
return true;
@@ -562,6 +566,34 @@ namespace StardewModdingAPI.Metadata
return false;
}
+ /// <summary>Reload critter textures.</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 the number of reloaded assets.</returns>
+ private int ReloadCritterTextures(LocalizedContentManager content, string key)
+ {
+ // get critters
+ Critter[] critters =
+ (
+ from location in this.GetLocations()
+ 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
+ select critter
+ )
+ .ToArray();
+ if (!critters.Any())
+ return 0;
+
+ // update sprites
+ Texture2D texture = content.Load<Texture2D>(key);
+ foreach (var entry in critters)
+ this.SetSpriteTexture(entry.sprite, texture);
+
+ return critters.Length;
+ }
+
/// <summary>Reload the sprites for a fence type.</summary>
/// <param name="key">The asset key to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>