2016-03-27 13:09:09 +08:00
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using System.IO;
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2016-02-28 19:55:35 +08:00
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namespace StardewModdingAPI
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{
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public class Mod
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{
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/// <summary>
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2016-03-27 13:09:09 +08:00
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/// The mod's manifest
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2016-02-28 19:55:35 +08:00
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/// </summary>
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2016-03-21 05:19:02 +08:00
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public Manifest Manifest { get; internal set; }
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2016-02-28 19:55:35 +08:00
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2016-03-21 03:43:31 +08:00
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/// <summary>
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2016-03-27 13:09:09 +08:00
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/// Where the mod is located on the disk.
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2016-03-21 03:43:31 +08:00
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/// </summary>
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public string PathOnDisk { get; internal set; }
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2016-03-23 08:36:04 +08:00
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/// <summary>
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2016-03-27 13:09:09 +08:00
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/// A basic path to store your mod's config at.
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2016-03-23 08:36:04 +08:00
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/// </summary>
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public string BaseConfigPath => PathOnDisk + "\\config.json";
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/// <summary>
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2016-03-27 13:09:09 +08:00
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/// A basic path to where per-save configs are stored
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2016-03-23 08:36:04 +08:00
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/// </summary>
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public string PerSaveConfigFolder => GetPerSaveConfigFolder();
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/// <summary>
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2016-03-27 13:09:09 +08:00
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/// A basic path to store your mod's config at, dependent on the current save.
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/// The Manifest must allow for per-save configs. This is to keep from having an
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/// empty directory in every mod folder.
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2016-03-23 08:36:04 +08:00
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/// </summary>
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public string PerSaveConfigPath => Constants.CurrentSavePathExists ? Path.Combine(PerSaveConfigFolder, Constants.SaveFolderName + ".json") : "";
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2016-02-28 19:55:35 +08:00
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/// <summary>
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/// A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
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2016-02-28 19:55:35 +08:00
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/// </summary>
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2016-03-04 03:01:32 +08:00
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public virtual void Entry(params object[] objects)
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{
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}
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2016-03-23 08:36:04 +08:00
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private string GetPerSaveConfigFolder()
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{
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if (Manifest.PerSaveConfigs)
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{
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return Path.Combine(PathOnDisk, "psconfigs");
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}
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Log.AsyncR($"The mod [{Manifest.Name}] is not configured to use per-save configs.");
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return "";
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}
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2016-02-28 19:55:35 +08:00
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}
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2016-03-27 13:09:09 +08:00
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}
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