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using System;
using System.Collections.Generic;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary>
internal class AssetDataForDictionary<TKey, TValue> : AssetData<IDictionary<TKey, TValue>>, IAssetDataForDictionary<TKey, TValue>
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="locale">The content's locale code, if the content is localised.</param>
/// <param name="assetName">The normalised asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
/// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param>
public AssetDataForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalisedPath, Action<IDictionary<TKey, TValue>> onDataReplaced)
: base(locale, assetName, data, getNormalisedPath, onDataReplaced) { }
}
}
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