diff options
Diffstat (limited to 'src/SMAPI/Metadata')
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 78 |
1 files changed, 40 insertions, 38 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index 71e51cea..bb269643 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -174,7 +174,7 @@ namespace StardewModdingAPI.Metadata /**** ** Content\Characters\Farmer ****/ - case "characters\\farmer\\accessories": // Game1.loadContent + case "characters\\farmer\\accessories": // Game1.LoadContent FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key); return true; @@ -190,26 +190,26 @@ namespace StardewModdingAPI.Metadata Game1.player.FarmerRenderer = new FarmerRenderer(key, Game1.player); return true; - case "characters\\farmer\\hairstyles": // Game1.loadContent + case "characters\\farmer\\hairstyles": // Game1.LoadContent FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key); return true; - case "characters\\farmer\\hats": // Game1.loadContent + case "characters\\farmer\\hats": // Game1.LoadContent FarmerRenderer.hatsTexture = content.Load<Texture2D>(key); return true; - case "characters\\farmer\\shirts": // Game1.loadContent + case "characters\\farmer\\shirts": // Game1.LoadContent FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key); return true; /**** ** Content\Data ****/ - case "data\\achievements": // Game1.loadContent + case "data\\achievements": // Game1.LoadContent Game1.achievements = content.Load<Dictionary<int, string>>(key); return true; - case "data\\bigcraftablesinformation": // Game1.loadContent + case "data\\bigcraftablesinformation": // Game1.LoadContent Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key); return true; @@ -224,111 +224,111 @@ namespace StardewModdingAPI.Metadata case "data\\npcdispositions": // NPC constructor return this.ReloadNpcDispositions(content, key); - case "data\\npcgifttastes": // Game1.loadContent + case "data\\npcgifttastes": // Game1.LoadContent Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key); return true; - case "data\\objectinformation": // Game1.loadContent + case "data\\objectinformation": // Game1.LoadContent Game1.objectInformation = content.Load<Dictionary<int, string>>(key); return true; /**** ** Content\Fonts ****/ - case "fonts\\spritefont1": // Game1.loadContent + case "fonts\\spritefont1": // Game1.LoadContent Game1.dialogueFont = content.Load<SpriteFont>(key); return true; - case "fonts\\smallfont": // Game1.loadContent + case "fonts\\smallfont": // Game1.LoadContent Game1.smallFont = content.Load<SpriteFont>(key); return true; - case "fonts\\tinyfont": // Game1.loadContent + case "fonts\\tinyfont": // Game1.LoadContent Game1.tinyFont = content.Load<SpriteFont>(key); return true; - case "fonts\\tinyfontborder": // Game1.loadContent + case "fonts\\tinyfontborder": // Game1.LoadContent Game1.tinyFontBorder = content.Load<SpriteFont>(key); return true; /**** - ** Content\Lighting + ** Content\LooseSprites\Lighting ****/ - case "loosesprites\\lighting\\greenlight": // Game1.loadContent + case "loosesprites\\lighting\\greenlight": // Game1.LoadContent Game1.cauldronLight = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent + case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent Game1.indoorWindowLight = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\lantern": // Game1.loadContent + case "loosesprites\\lighting\\lantern": // Game1.LoadContent Game1.lantern = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\sconcelight": // Game1.loadContent + case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent Game1.sconceLight = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\windowlight": // Game1.loadContent + case "loosesprites\\lighting\\windowlight": // Game1.LoadContent Game1.windowLight = content.Load<Texture2D>(key); return true; /**** ** Content\LooseSprites ****/ - case "loosesprites\\controllermaps": // Game1.loadContent + case "loosesprites\\controllermaps": // Game1.LoadContent Game1.controllerMaps = content.Load<Texture2D>(key); return true; - case "loosesprites\\cursors": // Game1.loadContent + case "loosesprites\\cursors": // Game1.LoadContent Game1.mouseCursors = content.Load<Texture2D>(key); return true; - case "loosesprites\\daybg": // Game1.loadContent + case "loosesprites\\daybg": // Game1.LoadContent Game1.daybg = content.Load<Texture2D>(key); return true; - case "loosesprites\\font_bold": // Game1.loadContent + case "loosesprites\\font_bold": // Game1.LoadContent SpriteText.spriteTexture = content.Load<Texture2D>(key); return true; - case "loosesprites\\font_colored": // Game1.loadContent + case "loosesprites\\font_colored": // Game1.LoadContent SpriteText.coloredTexture = content.Load<Texture2D>(key); return true; - case "loosesprites\\nightbg": // Game1.loadContent + case "loosesprites\\nightbg": // Game1.LoadContent Game1.nightbg = content.Load<Texture2D>(key); return true; - case "loosesprites\\shadow": // Game1.loadContent + case "loosesprites\\shadow": // Game1.LoadContent Game1.shadowTexture = content.Load<Texture2D>(key); return true; /**** ** Content\Critters ****/ - case "tilesheets\\crops": // Game1.loadContent + case "tilesheets\\crops": // Game1.LoadContent Game1.cropSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\debris": // Game1.loadContent + case "tilesheets\\debris": // Game1.LoadContent Game1.debrisSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\emotes": // Game1.loadContent + case "tilesheets\\emotes": // Game1.LoadContent Game1.emoteSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\furniture": // Game1.loadContent + case "tilesheets\\furniture": // Game1.LoadContent Furniture.furnitureTexture = content.Load<Texture2D>(key); return true; - case "tilesheets\\projectiles": // Game1.loadContent + case "tilesheets\\projectiles": // Game1.LoadContent Projectile.projectileSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\rain": // Game1.loadContent + case "tilesheets\\rain": // Game1.LoadContent Game1.rainTexture = content.Load<Texture2D>(key); return true; @@ -336,18 +336,18 @@ namespace StardewModdingAPI.Metadata Game1.ResetToolSpriteSheet(); return true; - case "tilesheets\\weapons": // Game1.loadContent + case "tilesheets\\weapons": // Game1.LoadContent Tool.weaponsTexture = content.Load<Texture2D>(key); return true; /**** ** Content\Maps ****/ - case "maps\\menutiles": // Game1.loadContent + case "maps\\menutiles": // Game1.LoadContent Game1.menuTexture = content.Load<Texture2D>(key); return true; - case "maps\\springobjects": // Game1.loadContent + case "maps\\springobjects": // Game1.LoadContent Game1.objectSpriteSheet = content.Load<Texture2D>(key); return true; @@ -384,11 +384,11 @@ namespace StardewModdingAPI.Metadata /**** ** Content\TileSheets ****/ - case "tilesheets\\animations": // Game1.loadContent + case "tilesheets\\animations": // Game1.LoadContent Game1.animations = content.Load<Texture2D>(key); return true; - case "tilesheets\\buffsicons": // Game1.loadContent + case "tilesheets\\buffsicons": // Game1.LoadContent Game1.buffsIcons = content.Load<Texture2D>(key); return true; @@ -396,7 +396,7 @@ namespace StardewModdingAPI.Metadata Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); return true; - case "tilesheets\\craftables": // Game1.loadContent + case "tilesheets\\craftables": // Game1.LoadContent Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key); return true; @@ -483,7 +483,9 @@ namespace StardewModdingAPI.Metadata where TAnimal : NPC { // find matches - TAnimal[] animals = this.GetCharacters().OfType<TAnimal>().ToArray(); + TAnimal[] animals = this.GetCharacters() + .OfType<TAnimal>() + .ToArray(); if (!animals.Any()) return false; |