diff options
Diffstat (limited to 'src/SMAPI/Metadata/CoreAssetPropagator.cs')
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 42 |
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) { |