using System.Reflection; using Harmony; using StardewValley; using StardewValley.BellsAndWhistles; namespace StardewModdingAPI.Mods.CustomLocalization.Rewrites { public class SpriteTextRewrites { private static void LoadFont() { ModConfig.Locale locale = ModEntry.ModConfig.GetByCode((int)LocalizedContentManager.CurrentLanguageCode); if (locale != null && !locale.IsLatin) { bool configChanged = false; if(locale.FontFileName == null) { locale.FontFileName = "Fonts\\Chinese"; configChanged = true; } if(locale.FontPixelZoom <= 0) { locale.FontPixelZoom = 1.5f; configChanged = true; } if (configChanged) { ModEntry.SaveConfig(); } object fontFile = typeof(SpriteText).GetMethod("loadFont", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, new object[] { locale.FontFileName }); typeof(SpriteText).GetField("FontFile", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static).SetValue(null, fontFile); SpriteText.fontPixelZoom = locale.FontPixelZoom; } } public class SetUpCharacterMapRewrite { public static void Prefix() { if (!LocalizedContentManager.CurrentLanguageLatin) { if(typeof(SpriteText).GetField("_characterMap", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static).GetValue(null) == null) { LoadFont(); } } } } public class OnLanguageChangeRewrite { public static void Prefix() { LoadFont(); } } } }