fix map tilesheet load not handling seasonal variations (#352)
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@ -26,6 +26,10 @@ For mod developers:
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For power users:
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* Added command-line arguments to the SMAPI installer so it can be scripted.
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## 1.15.4
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For players:
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* Internal fixes to support Entoarox Framework and the upcoming SMAPI 2.0 release.
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## 1.15.3
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For players:
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* Fixed mods being marked as duplicate incorrectly in some cases.
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@ -216,15 +216,60 @@ namespace StardewModdingAPI.Framework.ModHelpers
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/// <exception cref="ContentLoadException">The map tilesheets could not be loaded.</exception>
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private void FixLocalMapTilesheets(Map map, string mapKey)
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{
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// check map info
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if (!map.TileSheets.Any())
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return;
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string relativeMapFolder = Path.GetDirectoryName(mapKey) ?? ""; // folder path containing the map, relative to the mod folder
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// fix tilesheets
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foreach (TileSheet tilesheet in map.TileSheets)
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{
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string imageSource = tilesheet.ImageSource;
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// get seasonal name (if applicable)
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string seasonalImageSource = null;
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if(Game1.currentSeason != null && Game1.currentSeason != "spring")
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{
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string filename = Path.GetFileName(imageSource);
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string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename));
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if (filename.StartsWith("spring_"))
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seasonalImageSource = dirPath + Game1.currentSeason + "_" + filename.Substring("spring_".Length);
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}
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// load best match
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try
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{
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string key =
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this.TryLoadTilesheetImageSource(relativeMapFolder, seasonalImageSource)
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?? this.TryLoadTilesheetImageSource(relativeMapFolder, imageSource);
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if (key != null)
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{
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tilesheet.ImageSource = key;
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continue;
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}
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}
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catch (Exception ex)
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{
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throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
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}
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// none found
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throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
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}
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}
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/// <summary>Load a tilesheet image source if the file exists.</summary>
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/// <param name="relativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
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/// <param name="imageSource">The tilesheet image source to load.</param>
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/// <returns>Returns the loaded asset key (if it was loaded successfully).</returns>
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private string TryLoadTilesheetImageSource(string relativeMapFolder, string imageSource)
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{
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if (imageSource == null)
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return null;
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// check for tilesheet relative to map
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{
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string localKey = Path.Combine(relativeMapFolder, tilesheet.ImageSource);
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string localKey = Path.Combine(relativeMapFolder, imageSource);
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FileInfo localFile = this.GetModFile(localKey);
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if (localFile.Exists)
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{
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@ -234,29 +279,36 @@ namespace StardewModdingAPI.Framework.ModHelpers
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}
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catch (Exception ex)
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{
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throw new ContentLoadException($"The local '{tilesheet.ImageSource}' tilesheet couldn't be loaded.", ex);
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throw new ContentLoadException($"The local '{imageSource}' tilesheet couldn't be loaded.", ex);
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}
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tilesheet.ImageSource = this.GetActualAssetKey(localKey);
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continue;
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return this.GetActualAssetKey(localKey);
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}
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}
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// fallback to game content
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{
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string contentKey = tilesheet.ImageSource;
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if (contentKey.EndsWith(".png"))
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contentKey = contentKey.Substring(0, contentKey.Length - 4);
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string contentKey = imageSource.EndsWith(".png")
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? imageSource.Substring(0, imageSource.Length - 4)
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: imageSource;
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FileInfo file = new FileInfo(Path.Combine(this.ContentManager.FullRootDirectory, contentKey + ".xnb"));
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if (file.Exists)
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{
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try
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{
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this.ContentManager.Load<Texture2D>(contentKey);
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}
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catch (Exception ex)
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{
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throw new ContentLoadException($"The '{tilesheet.ImageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
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throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
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}
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tilesheet.ImageSource = contentKey;
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return contentKey;
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}
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}
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// not found
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return null;
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}
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/// <summary>Assert that the given key has a valid format.</summary>
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