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using System;
namespace StardewModdingAPI
{
/// <summary>Basic metadata for a content asset.</summary>
public interface IAssetInfo
{
/*********
** Accessors
*********/
/// <summary>The content's locale code, if the content is localized.</summary>
string Locale { get; }
/// <summary>The asset name being read.</summary>
public IAssetName Name { get; }
/// <summary>The normalized asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary>
[Obsolete($"Use {nameof(Name)} instead.")]
string AssetName { get; }
/// <summary>The content data type.</summary>
Type DataType { get; }
/*********
** Public methods
*********/
/// <summary>Get whether the asset name being loaded matches a given name after normalization.</summary>
/// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param>
[Obsolete($"Use {nameof(Name)}.{nameof(IAssetName.IsEquivalentTo)} instead.")]
bool AssetNameEquals(string path);
}
}
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