SDV_CustomLocalization/ModEntry.cs

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2020-02-10 16:08:56 +08:00
using System.Collections.Generic;
using System.Reflection;
using Harmony;
using StardewValley;
using StardewValley.BellsAndWhistles;
namespace StardewModdingAPI.Mods.CustomLocalization
{
public class ModEntry : Mod
{
public static ModConfig ModConfig;
public static IMonitor monitor;
public static string ModPath;
private static ModEntry Instance;
public static void SaveConfig()
{
Instance.Helper.WriteConfig(ModConfig);
}
public override void Entry(IModHelper helper)
{
Instance = this;
ModConfig = helper.ReadConfig<ModConfig>();
ModPath = helper.DirectoryPath;
monitor = this.Monitor;
HarmonyInstance harmony = HarmonyInstance.Create("zaneyork.CustomLocalization");
harmony.PatchAll(Assembly.GetExecutingAssembly());
if (ModConfig.CurrentLanguageCode > ModConfig.OriginLocaleCount)
{
monitor.Log($"Restore locale to : {ModConfig.CurrentLanguageCode}");
LocalizedContentManager.CurrentLanguageCode = (LocalizedContentManager.LanguageCode)ModConfig.CurrentLanguageCode;
}
else
{
Dictionary<string, bool> dictionary = this.Helper.Reflection.GetField<Dictionary<string, bool>>(Game1.content, "_localizedAsset").GetValue();
dictionary.Clear();
this.Helper.Reflection.GetMethod(Game1.game1, "TranslateFields").Invoke();
if (!LocalizedContentManager.CurrentLanguageLatin)
{
this.Helper.Reflection.GetMethod(typeof(SpriteText), "OnLanguageChange").Invoke(LocalizedContentManager.CurrentLanguageCode);
}
}
}
}
}