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using System.IO;
namespace StardewModdingAPI
{
public class Mod
{
/// <summary>
/// The mod's manifest
/// </summary>
public Manifest Manifest { get; internal set; }
/// <summary>
/// Where the mod is located on the disk.
/// </summary>
public string PathOnDisk { get; internal set; }
/// <summary>
/// A basic path to store your mod's config at.
/// </summary>
public string BaseConfigPath => PathOnDisk + "\\config.json";
/// <summary>
/// A basic path to where per-save configs are stored
/// </summary>
public string PerSaveConfigFolder => GetPerSaveConfigFolder();
/// <summary>
/// A basic path to store your mod's config at, dependent on the current save.
/// The Manifest must allow for per-save configs. This is to keep from having an
/// empty directory in every mod folder.
/// </summary>
public string PerSaveConfigPath => Constants.CurrentSavePathExists ? Path.Combine(PerSaveConfigFolder, Constants.SaveFolderName + ".json") : "";
/// <summary>
/// A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
/// </summary>
public virtual void Entry(params object[] objects)
{
}
private string GetPerSaveConfigFolder()
{
if (Manifest.PerSaveConfigs)
{
return Path.Combine(PathOnDisk, "psconfigs");
}
Log.AsyncR($"The mod [{Manifest.Name}] is not configured to use per-save configs.");
return "";
}
}
}
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