using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Content
{
/// An operation which provides the initial instance of an asset when it's requested from the content pipeline.
internal class AssetLoadOperation
{
/*********
** Accessors
*********/
/// The mod loading the asset.
public IModMetadata Mod { get; }
/// The content pack on whose behalf the asset is being loaded, if any.
public IModMetadata? OnBehalfOf { get; }
/// If there are multiple loads that apply to the same asset, the priority with which this one should be applied.
public AssetLoadPriority Priority { get; }
/// Load the initial value for an asset.
public Func GetData { get; }
/*********
** Public methods
*********/
/// Construct an instance.
/// The mod applying the edit.
/// If there are multiple loads that apply to the same asset, the priority with which this one should be applied.
/// The content pack on whose behalf the asset is being loaded, if any.
/// Load the initial value for an asset.
public AssetLoadOperation(IModMetadata mod, AssetLoadPriority priority, IModMetadata? onBehalfOf, Func getData)
{
this.Mod = mod;
this.Priority = priority;
this.OnBehalfOf = onBehalfOf;
this.GetData = getData;
}
}
}