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-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs35
1 files changed, 34 insertions, 1 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 1c0a04f0..985e4e1b 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -474,10 +474,14 @@ namespace StardewModdingAPI.Metadata
/****
** Content\TerrainFeatures
****/
- case "terrainfeatures\\flooring": // Flooring
+ case "terrainfeatures\\flooring": // from Flooring
Flooring.floorsTexture = content.Load<Texture2D>(key);
return true;
+ case "terrainfeatures\\grass": // from Grass
+ this.ReloadGrassTextures(content, key);
+ return true;
+
case "terrainfeatures\\hoedirt": // from HoeDirt
HoeDirt.lightTexture = content.Load<Texture2D>(key);
return true;
@@ -694,6 +698,35 @@ namespace StardewModdingAPI.Metadata
return true;
}
+ /// <summary>Reload tree 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 whether any textures were reloaded.</returns>
+ private bool ReloadGrassTextures(LocalizedContentManager content, string key)
+ {
+ Grass[] grasses =
+ (
+ from location in Game1.locations
+ from grass in location.terrainFeatures.Values.OfType<Grass>()
+ let textureName = this.NormalizeAssetNameIgnoringEmpty(
+ this.Reflection.GetMethod(grass, "textureName").Invoke<string>()
+ )
+ where textureName == key
+ select grass
+ )
+ .ToArray();
+
+ if (grasses.Any())
+ {
+ Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
+ foreach (Grass grass in grasses)
+ this.Reflection.GetField<Lazy<Texture2D>>(grass, "texture").SetValue(texture);
+ return true;
+ }
+
+ return false;
+ }
+
/// <summary>Reload the disposition data for matching NPCs.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>