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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>An edit to apply to an asset when it's requested from the content pipeline.</summary>
internal class AssetEditOperation
{
/*********
** Accessors
*********/
/// <summary>The mod applying the edit.</summary>
public IModMetadata Mod { get; }
/// <summary>If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</summary>
public AssetEditPriority Priority { get; }
/// <summary>The content pack on whose behalf the edit is being applied, if any.</summary>
public IModMetadata? OnBehalfOf { get; }
/// <summary>Apply the edit to an asset.</summary>
public Action<IAssetData> ApplyEdit { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="mod">The mod applying the edit.</param>
/// <param name="priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param>
/// <param name="onBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param>
/// <param name="applyEdit">Apply the edit to an asset.</param>
public AssetEditOperation(IModMetadata mod, AssetEditPriority priority, IModMetadata? onBehalfOf, Action<IAssetData> applyEdit)
{
this.Mod = mod;
this.Priority = priority;
this.OnBehalfOf = onBehalfOf;
this.ApplyEdit = applyEdit;
}
}
}
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