diff options
Diffstat (limited to 'src/StardewModdingAPI/Constants.cs')
-rw-r--r-- | src/StardewModdingAPI/Constants.cs | 68 |
1 files changed, 67 insertions, 1 deletions
diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index ee57be0f..e85d7e2b 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -11,6 +11,9 @@ using StardewModdingAPI.AssemblyRewriters.Rewriters.Wrappers; using StardewModdingAPI.Events; using StardewModdingAPI.Framework; using StardewValley; +using StardewValley.BellsAndWhistles; +using StardewValley.Objects; +using StardewValley.Projectiles; namespace StardewModdingAPI { @@ -99,7 +102,7 @@ namespace StardewModdingAPI /********* - ** Protected methods + ** Internal methods *********/ /// <summary>Get metadata for mapping assemblies to the current platform.</summary> /// <param name="targetPlatform">The target game platform.</param> @@ -220,6 +223,69 @@ namespace StardewModdingAPI }; } + /// <summary>Get the game's static asset setters by (non-normalised) asset name.</summary> + /// <remarks>Derived from <see cref="Game1.LoadContent"/>.</remarks> + internal static IDictionary<string, Action<SContentManager, string>> GetCoreAssetSetters() + { + return new Dictionary<string, Action<SContentManager, string>> + { + // from Game1.loadContent + ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key), + ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key), + ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load<Texture2D>(key), + ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load<Texture2D>(key), + ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load<Texture2D>(key), + ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load<Texture2D>(key), + ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load<Texture2D>(key), + ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load<Texture2D>(key), + ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load<Texture2D>(key), + ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load<Texture2D>(key), + ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load<Texture2D>(key), + ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load<Texture2D>(key), + ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load<Texture2D>(key), + ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load<Dictionary<int, string>>(key), + ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key), + ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load<SpriteFont>(key), + ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load<SpriteFont>(key), + ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load<SpriteFont>(key), + ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load<SpriteFont>(key), + ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load<Texture2D>(key), + ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load<Texture2D>(key), + ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load<Texture2D>(key), + ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load<Texture2D>(key), + ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key), + ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load<Texture2D>(key), + ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load<Texture2D>(key), + ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load<Dictionary<int, string>>(key), + ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key), + ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key), + ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key), + ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load<Texture2D>(key), + ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key), + ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load<Texture2D>(key), + ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load<Texture2D>(key), + ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load<Texture2D>(key), + ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key), + ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key), + + // from Farmer constructor + ["Characters\\Farmer\\farmer_base"] = (content, key) => + { + if (Game1.player != null && Game1.player.isMale) + Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); + }, + ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => + { + if (Game1.player != null && !Game1.player.isMale) + Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); + } + }; + } + + + /********* + ** Private methods + *********/ /// <summary>Get the name of a save directory for the current player.</summary> private static string GetSaveFolderName() { |