standardise folder checks when reloading assets (#459)
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@ -326,19 +326,19 @@ namespace StardewModdingAPI.Metadata
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}
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}
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// dynamic textures
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// dynamic textures
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if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase))
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if (this.IsInFolder(key, "Buildings"))
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return this.ReloadBuildings(content, key);
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return this.ReloadBuildings(content, key);
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if (key.StartsWith(this.GetNormalisedPath("Characters\\")) && this.CountSegments(key) == 2) // ignore Characters/Dialogue/*, etc
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if (this.IsInFolder(key, "Characters"))
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return this.ReloadNpcSprites(content, key, monster: false);
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return this.ReloadNpcSprites(content, key, monster: false);
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if (key.StartsWith(this.GetNormalisedPath("Characters\\Monsters\\")))
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if (this.IsInFolder(key, "Characters\\Monsters"))
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return this.ReloadNpcSprites(content, key, monster: true);
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return this.ReloadNpcSprites(content, key, monster: true);
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if (key.StartsWith(this.GetNormalisedPath("LooseSprites\\Fence")))
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if (key.StartsWith(this.GetNormalisedPath("LooseSprites\\Fence"), StringComparison.InvariantCultureIgnoreCase))
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return this.ReloadFenceTextures(content, key);
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return this.ReloadFenceTextures(content, key);
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if (key.StartsWith(this.GetNormalisedPath("Portraits\\")))
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if (this.IsInFolder(key, "Portraits"))
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return this.ReloadNpcPortraits(content, key);
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return this.ReloadNpcPortraits(content, key);
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return false;
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return false;
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@ -348,6 +348,9 @@ namespace StardewModdingAPI.Metadata
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/*********
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/*********
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** Private methods
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** Private methods
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*********/
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*********/
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/****
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** Reload methods
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****/
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/// <summary>Reload building textures.</summary>
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/// <summary>Reload building textures.</summary>
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/// <param name="content">The content manager through which to reload the asset.</param>
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/// <param name="content">The content manager through which to reload the asset.</param>
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/// <param name="key">The asset key to reload.</param>
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/// <param name="key">The asset key to reload.</param>
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@ -491,6 +494,9 @@ namespace StardewModdingAPI.Metadata
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return false;
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return false;
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}
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}
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/****
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** Helpers
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****/
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/// <summary>Get an NPC name from the name of their file under <c>Content/Characters</c>.</summary>
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/// <summary>Get an NPC name from the name of their file under <c>Content/Characters</c>.</summary>
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/// <param name="name">The file name.</param>
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/// <param name="name">The file name.</param>
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/// <remarks>Derived from <see cref="NPC.reloadSprite"/>.</remarks>
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/// <remarks>Derived from <see cref="NPC.reloadSprite"/>.</remarks>
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@ -527,6 +533,17 @@ namespace StardewModdingAPI.Metadata
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}
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}
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}
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}
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/// <summary>Get whether a normalised asset key is in the given folder.</summary>
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/// <param name="key">The normalised asset key (like <c>Animals/cat</c>).</param>
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/// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalised.</param>
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/// <param name="allowSubfolders">Whether to return true if the key is inside a subfolder of the <paramref name="folder"/>.</param>
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private bool IsInFolder(string key, string folder, bool allowSubfolders = false)
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{
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return
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key.StartsWith(this.GetNormalisedPath($"{folder}\\"), StringComparison.InvariantCultureIgnoreCase)
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&& (allowSubfolders || this.CountSegments(key) == this.CountSegments(folder) + 1);
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}
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/// <summary>Get the segments in a path (e.g. 'a/b' is 'a' and 'b').</summary>
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/// <summary>Get the segments in a path (e.g. 'a/b' is 'a' and 'b').</summary>
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/// <param name="path">The path to check.</param>
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/// <param name="path">The path to check.</param>
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private string[] GetSegments(string path)
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private string[] GetSegments(string path)
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