diff options
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/Content/AssetEditOperation.cs | 39 | ||||
-rw-r--r-- | src/SMAPI/Framework/Content/AssetLoadOperation.cs | 39 | ||||
-rw-r--r-- | src/SMAPI/Framework/Content/AssetOperationGroup.cs | 33 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 28 |
4 files changed, 28 insertions, 111 deletions
diff --git a/src/SMAPI/Framework/Content/AssetEditOperation.cs b/src/SMAPI/Framework/Content/AssetEditOperation.cs index 464948b0..11b8811b 100644 --- a/src/SMAPI/Framework/Content/AssetEditOperation.cs +++ b/src/SMAPI/Framework/Content/AssetEditOperation.cs @@ -4,38 +4,9 @@ using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Content { /// <summary>An edit to apply to an asset when it's requested from the content pipeline.</summary> - internal class AssetEditOperation - { - /********* - ** Accessors - *********/ - /// <summary>The mod applying the edit.</summary> - public IModMetadata Mod { get; } - - /// <summary>If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</summary> - public AssetEditPriority Priority { get; } - - /// <summary>The content pack on whose behalf the edit is being applied, if any.</summary> - public IModMetadata? OnBehalfOf { get; } - - /// <summary>Apply the edit to an asset.</summary> - public Action<IAssetData> ApplyEdit { get; } - - - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="mod">The mod applying the edit.</param> - /// <param name="priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param> - /// <param name="onBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param> - /// <param name="applyEdit">Apply the edit to an asset.</param> - public AssetEditOperation(IModMetadata mod, AssetEditPriority priority, IModMetadata? onBehalfOf, Action<IAssetData> applyEdit) - { - this.Mod = mod; - this.Priority = priority; - this.OnBehalfOf = onBehalfOf; - this.ApplyEdit = applyEdit; - } - } + /// <param name="Mod">The mod applying the edit.</param> + /// <param name="Priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param> + /// <param name="OnBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param> + /// <param name="ApplyEdit">Apply the edit to an asset.</param> + internal record AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit); } diff --git a/src/SMAPI/Framework/Content/AssetLoadOperation.cs b/src/SMAPI/Framework/Content/AssetLoadOperation.cs index b6cdec27..7af07dfd 100644 --- a/src/SMAPI/Framework/Content/AssetLoadOperation.cs +++ b/src/SMAPI/Framework/Content/AssetLoadOperation.cs @@ -4,38 +4,9 @@ using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Content { /// <summary>An operation which provides the initial instance of an asset when it's requested from the content pipeline.</summary> - internal class AssetLoadOperation - { - /********* - ** Accessors - *********/ - /// <summary>The mod loading the asset.</summary> - public IModMetadata Mod { get; } - - /// <summary>The content pack on whose behalf the asset is being loaded, if any.</summary> - public IModMetadata? OnBehalfOf { get; } - - /// <summary>If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</summary> - public AssetLoadPriority Priority { get; } - - /// <summary>Load the initial value for an asset.</summary> - public Func<IAssetInfo, object> GetData { get; } - - - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="mod">The mod applying the edit.</param> - /// <param name="priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param> - /// <param name="onBehalfOf">The content pack on whose behalf the asset is being loaded, if any.</param> - /// <param name="getData">Load the initial value for an asset.</param> - public AssetLoadOperation(IModMetadata mod, AssetLoadPriority priority, IModMetadata? onBehalfOf, Func<IAssetInfo, object> getData) - { - this.Mod = mod; - this.Priority = priority; - this.OnBehalfOf = onBehalfOf; - this.GetData = getData; - } - } + /// <param name="Mod">The mod applying the edit.</param> + /// <param name="Priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param> + /// <param name="OnBehalfOf">The content pack on whose behalf the asset is being loaded, if any.</param> + /// <param name="GetData">Load the initial value for an asset.</param> + internal record AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData); } diff --git a/src/SMAPI/Framework/Content/AssetOperationGroup.cs b/src/SMAPI/Framework/Content/AssetOperationGroup.cs index a2fcb722..1566a8f0 100644 --- a/src/SMAPI/Framework/Content/AssetOperationGroup.cs +++ b/src/SMAPI/Framework/Content/AssetOperationGroup.cs @@ -1,33 +1,8 @@ namespace StardewModdingAPI.Framework.Content { /// <summary>A set of operations to apply to an asset for a given <see cref="IAssetEditor"/> or <see cref="IAssetLoader"/> implementation.</summary> - internal class AssetOperationGroup - { - /********* - ** Accessors - *********/ - /// <summary>The mod applying the changes.</summary> - public IModMetadata Mod { get; } - - /// <summary>The load operations to apply.</summary> - public AssetLoadOperation[] LoadOperations { get; } - - /// <summary>The edit operations to apply.</summary> - public AssetEditOperation[] EditOperations { get; } - - - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="mod">The mod applying the changes.</param> - /// <param name="loadOperations">The load operations to apply.</param> - /// <param name="editOperations">The edit operations to apply.</param> - public AssetOperationGroup(IModMetadata mod, AssetLoadOperation[] loadOperations, AssetEditOperation[] editOperations) - { - this.Mod = mod; - this.LoadOperations = loadOperations; - this.EditOperations = editOperations; - } - } + /// <param name="Mod">The mod applying the changes.</param> + /// <param name="LoadOperations">The load operations to apply.</param> + /// <param name="EditOperations">The edit operations to apply.</param> + internal record AssetOperationGroup(IModMetadata Mod, AssetLoadOperation[] LoadOperations, AssetEditOperation[] EditOperations); } diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index f7cab23d..6702f5e6 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -615,19 +615,19 @@ namespace StardewModdingAPI.Framework editor: loader.Data, dataType: info.DataType, createGroup: () => new AssetOperationGroup( - mod: loader.Mod, - loadOperations: new[] + Mod: loader.Mod, + LoadOperations: new[] { new AssetLoadOperation( - mod: loader.Mod, - priority: AssetLoadPriority.Exclusive, - onBehalfOf: null, - getData: assetInfo => loader.Data.Load<T>( + Mod: loader.Mod, + OnBehalfOf: null, + Priority: AssetLoadPriority.Exclusive, + GetData: assetInfo => loader.Data.Load<T>( this.GetLegacyAssetInfo(assetInfo) ) ) }, - editOperations: Array.Empty<AssetEditOperation>() + EditOperations: Array.Empty<AssetEditOperation>() ) ); } @@ -674,15 +674,15 @@ namespace StardewModdingAPI.Framework editor: editor.Data, dataType: info.DataType, createGroup: () => new AssetOperationGroup( - mod: editor.Mod, - loadOperations: Array.Empty<AssetLoadOperation>(), - editOperations: new[] + Mod: editor.Mod, + LoadOperations: Array.Empty<AssetLoadOperation>(), + EditOperations: new[] { new AssetEditOperation( - mod: editor.Mod, - priority: priority, - onBehalfOf: null, - applyEdit: assetData => editor.Data.Edit<T>( + Mod: editor.Mod, + OnBehalfOf: null, + Priority: priority, + ApplyEdit: assetData => editor.Data.Edit<T>( this.GetLegacyAssetData(assetData) ) ) |