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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Buildings;
using StardewValley.Locations;
using StardewValley.Objects;
using StardewValley.Projectiles;
using StardewValley.TerrainFeatures;
namespace StardewModdingAPI.Metadata
{
/// <summary>Provides metadata about core assets in the game.</summary>
internal class CoreAssets
{
/*********
** Properties
*********/
/// <summary>Normalises an asset key to match the cache key.</summary>
protected readonly Func<string, string> GetNormalisedPath;
/// <summary>Setters which update static or singleton texture fields indexed by normalised asset key.</summary>
private readonly IDictionary<string, Action<SContentManager, string>> SingletonSetters;
/*********
** Public methods
*********/
/// <summary>Initialise the core asset data.</summary>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
public CoreAssets(Func<string, string> getNormalisedPath)
{
this.GetNormalisedPath = getNormalisedPath;
this.SingletonSetters =
new Dictionary<string, Action<SContentManager, string>>
{
// from Game1.loadContent
["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key),
["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load<Texture2D>(key),
["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load<Texture2D>(key),
["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load<Texture2D>(key),
["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load<Texture2D>(key),
["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load<Texture2D>(key),
["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load<Texture2D>(key),
["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load<Texture2D>(key),
["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load<Texture2D>(key),
["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load<Texture2D>(key),
["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load<Texture2D>(key),
["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load<Texture2D>(key),
["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load<Dictionary<int, string>>(key),
["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key),
["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load<SpriteFont>(key),
["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load<SpriteFont>(key),
["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load<SpriteFont>(key),
["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load<SpriteFont>(key),
["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load<Texture2D>(key),
["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load<Texture2D>(key),
["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load<Texture2D>(key),
["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load<Texture2D>(key),
["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key),
["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load<Texture2D>(key),
["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load<Texture2D>(key),
["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load<Dictionary<int, string>>(key),
["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key),
["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key),
["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key),
["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load<Texture2D>(key),
["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key),
["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load<Texture2D>(key),
["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load<Texture2D>(key),
["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load<Texture2D>(key),
["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key),
["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key),
// from Game1.ResetToolSpriteSheet
["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(),
// from Bush
["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key),
// from Critter
["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load<Texture2D>(key),
// from Farm
["Buildings\\houses"] = (content, key) =>
{
Farm farm = Game1.getFarm();
if (farm != null)
farm.houseTextures = content.Load<Texture2D>(key);
},
// from Farmer
["Characters\\Farmer\\farmer_base"] = (content, key) =>
{
if (Game1.player != null && Game1.player.isMale)
Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
},
["Characters\\Farmer\\farmer_girl_base"] = (content, key) =>
{
if (Game1.player != null && !Game1.player.isMale)
Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
},
// from Flooring
["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key),
// from FruitTree
["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load<Texture2D>(key),
// from HoeDirt
["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load<Texture2D>(key),
["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load<Texture2D>(key),
["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load<Texture2D>(key),
// from Wallpaper
["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load<Texture2D>(key)
}
.ToDictionary(p => getNormalisedPath(p.Key), p => p.Value);
}
/// <summary>Reload one of the game's core assets (if applicable).</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>
/// <returns>Returns whether an asset was reloaded.</returns>
public bool ReloadForKey(SContentManager content, string key)
{
// static assets
if (this.SingletonSetters.TryGetValue(key, out Action<SContentManager, string> reload))
{
reload(content, key);
return true;
}
// building textures
if (key.StartsWith(this.GetNormalisedPath("Buildings\\")))
{
Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray();
if (buildings.Any())
{
Texture2D texture = content.Load<Texture2D>(key);
foreach (Building building in buildings)
building.texture = texture;
return true;
}
return false;
}
return false;
}
/*********
** Private methods
*********/
/// <summary>Get all player-constructed buildings in the world.</summary>
private IEnumerable<Building> GetAllBuildings()
{
return Game1.locations
.OfType<BuildableGameLocation>()
.SelectMany(p => p.buildings);
}
}
}
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