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-rw-r--r--src/StardewModdingAPI/Metadata/CoreAssets.cs39
1 files changed, 32 insertions, 7 deletions
diff --git a/src/StardewModdingAPI/Metadata/CoreAssets.cs b/src/StardewModdingAPI/Metadata/CoreAssets.cs
index c350b0da..3818314d 100644
--- a/src/StardewModdingAPI/Metadata/CoreAssets.cs
+++ b/src/StardewModdingAPI/Metadata/CoreAssets.cs
@@ -9,6 +9,7 @@ using StardewValley.Buildings;
using StardewValley.Locations;
using StardewValley.Objects;
using StardewValley.Projectiles;
+using StardewValley.TerrainFeatures;
namespace StardewModdingAPI.Metadata
{
@@ -21,8 +22,8 @@ namespace StardewModdingAPI.Metadata
/// <summary>Normalises an asset key to match the cache key.</summary>
protected readonly Func<string, string> GetNormalisedPath;
- /// <summary>The static asset setters.</summary>
- private readonly IDictionary<string, Action<SContentManager, string>> StaticSetters;
+ /// <summary>Setters which update static or singleton texture fields indexed by normalised asset key.</summary>
+ private readonly IDictionary<string, Action<SContentManager, string>> SingletonSetters;
/*********
@@ -33,12 +34,11 @@ namespace StardewModdingAPI.Metadata
public CoreAssets(Func<string, string> getNormalisedPath)
{
this.GetNormalisedPath = getNormalisedPath;
- this.StaticSetters =
+ this.SingletonSetters =
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),
@@ -75,7 +75,21 @@ namespace StardewModdingAPI.Metadata
["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key),
["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key),
- // from Farmer constructor
+ // from Bush
+ ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key),
+
+ // from Critter
+ ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load<Texture2D>(key),
+
+ // from Farm
+ ["Buildings\\houses"] = (content, key) =>
+ {
+ Farm farm = Game1.getFarm();
+ if (farm != null)
+ farm.houseTextures = content.Load<Texture2D>(key);
+ },
+
+ // from Farmer
["Characters\\Farmer\\farmer_base"] = (content, key) =>
{
if (Game1.player != null && Game1.player.isMale)
@@ -87,7 +101,18 @@ namespace StardewModdingAPI.Metadata
Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
},
- // from Wallpaper constructor
+ // from Flooring
+ ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key),
+
+ // from FruitTree
+ ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load<Texture2D>(key),
+
+ // from HoeDirt
+ ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load<Texture2D>(key),
+ ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load<Texture2D>(key),
+ ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load<Texture2D>(key),
+
+ // from Wallpaper
["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load<Texture2D>(key)
}
.ToDictionary(p => getNormalisedPath(p.Key), p => p.Value);
@@ -100,7 +125,7 @@ namespace StardewModdingAPI.Metadata
public bool ReloadForKey(SContentManager content, string key)
{
// static assets
- if (this.StaticSetters.TryGetValue(key, out Action<SContentManager, string> reload))
+ if (this.SingletonSetters.TryGetValue(key, out Action<SContentManager, string> reload))
{
reload(content, key);
return true;