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using System.IO;
namespace StardewModdingAPI
{
/// <summary>The base class for a mod.</summary>
public class Mod
{
/*********
** Accessors
*********/
/// <summary>The mod's manifest.</summary>
public Manifest Manifest { get; internal set; }
/// <summary>The full path to the mod's directory on the disk.</summary>
public string PathOnDisk { get; internal set; }
/// <summary>The full path to the mod's <c>config.json</c> file on the disk.</summary>
public string BaseConfigPath => Path.Combine(this.PathOnDisk, "config.json");
/// <summary>The full path to the per-save configs folder (if <see cref="StardewModdingAPI.Manifest.PerSaveConfigs"/> is <c>true</c>).</summary>
public string PerSaveConfigFolder => this.GetPerSaveConfigFolder();
/// <summary>The full path to the per-save configuration file for the current save (if <see cref="StardewModdingAPI.Manifest.PerSaveConfigs"/> is <c>true</c>).</summary>
public string PerSaveConfigPath => Constants.CurrentSavePathExists ? Path.Combine(this.PerSaveConfigFolder, Constants.SaveFolderName + ".json") : "";
/*********
** Public methods
*********/
/// <summary>The entry point for your mod. It will always be called once when the mod loads.</summary>
public virtual void Entry(params object[] objects)
{
}
/*********
** Private methods
*********/
/// <summary>Get the full path to the per-save configuration file for the current save (if <see cref="StardewModdingAPI.Manifest.PerSaveConfigs"/> is <c>true</c>).</summary>
private string GetPerSaveConfigFolder()
{
if (!this.Manifest.PerSaveConfigs)
{
Log.AsyncR($"The mod [{this.Manifest.Name}] is not configured to use per-save configs.");
return "";
}
return Path.Combine(this.PathOnDisk, "psconfigs");
}
}
}
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