using System; namespace StardewModdingAPI { /// Basic metadata for a content asset. public interface IAssetInfo { /********* ** Accessors *********/ /// The content's locale code, if the content is localized. /// LEGACY NOTE: when reading this field from an or implementation, for non-localized assets it will return the current game locale (or an empty string for English) instead of null. string? Locale { get; } /// The asset name being read. /// LEGACY NOTE: when reading this field from an or implementation, it's always equivalent to for backwards compatibility. public IAssetName Name { get; } /// The with any locale codes stripped. /// For example, if contains a locale like Data/Bundles.fr-FR, this will be the name without locale like Data/Bundles. If the name has no locale, this field is equivalent. public IAssetName NameWithoutLocale { get; } /// The normalized asset name being read. The format may change between platforms; see to compare with a known path. [Obsolete($"Use {nameof(Name)} or {nameof(NameWithoutLocale)} instead. This property will be removed in SMAPI 4.0.0.")] string AssetName { get; } /// The content data type. Type DataType { get; } /********* ** Public methods *********/ /// Get whether the asset name being loaded matches a given name after normalization. /// The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation'). [Obsolete($"Use {nameof(Name)}.{nameof(IAssetName.IsEquivalentTo)} or {nameof(NameWithoutLocale)}.{nameof(IAssetName.IsEquivalentTo)} instead. This method will be removed in SMAPI 4.0.0.")] bool AssetNameEquals(string path); } }