add asset propagation for grass textures

This commit is contained in:
Jesse Plamondon-Willard 2019-12-08 11:27:23 -05:00
parent 47beb2f534
commit 04b9a810dd
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GPG Key ID: CF8B1456B3E29F49
2 changed files with 37 additions and 1 deletions

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@ -7,6 +7,9 @@
* Updated for the 'Force Off' gamepad mode added in Stardew Valley 1.4.0.1.
* Fixed compatibility issue with Arch Linux.
* For modders:
* Added asset propagation for grass textures.
* For the web UI:
* If a JSON validator upload can't be saved to Pastebin (e.g. due to rate limits), it's now uploaded to Amazon S3 instead. Files uploaded to S3 expire after one month.
* Updated the JSON validator for Content Patcher 1.10.0.

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@ -474,10 +474,14 @@ namespace StardewModdingAPI.Metadata
/****
** Content\TerrainFeatures
****/
case "terrainfeatures\\flooring": // Flooring
case "terrainfeatures\\flooring": // from Flooring
Flooring.floorsTexture = content.Load<Texture2D>(key);
return true;
case "terrainfeatures\\grass": // from Grass
this.ReloadGrassTextures(content, key);
return true;
case "terrainfeatures\\hoedirt": // from HoeDirt
HoeDirt.lightTexture = content.Load<Texture2D>(key);
return true;
@ -694,6 +698,35 @@ namespace StardewModdingAPI.Metadata
return true;
}
/// <summary>Reload tree textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
private bool ReloadGrassTextures(LocalizedContentManager content, string key)
{
Grass[] grasses =
(
from location in Game1.locations
from grass in location.terrainFeatures.Values.OfType<Grass>()
let textureName = this.NormalizeAssetNameIgnoringEmpty(
this.Reflection.GetMethod(grass, "textureName").Invoke<string>()
)
where textureName == key
select grass
)
.ToArray();
if (grasses.Any())
{
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
foreach (Grass grass in grasses)
this.Reflection.GetField<Lazy<Texture2D>>(grass, "texture").SetValue(texture);
return true;
}
return false;
}
/// <summary>Reload the disposition data for matching NPCs.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>