fix broken references to LoadStage enum in previously compiled mods
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@ -4,42 +4,42 @@ namespace StardewModdingAPI.Enums
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public enum LoadStage
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public enum LoadStage
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{
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{
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/// <summary>A save is not loaded or loading.</summary>
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/// <summary>A save is not loaded or loading.</summary>
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None,
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None = 0,
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/// <summary>The game is creating a new save slot, and has initialized the basic save info.</summary>
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/// <summary>The game is creating a new save slot, and has initialized the basic save info.</summary>
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CreatedBasicInfo,
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CreatedBasicInfo = 1,
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/// <summary>The game is creating a new save slot, and has added the location instances but hasn't fully initialized them yet.</summary>
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/// <summary>The game is creating a new save slot, and has added the location instances but hasn't fully initialized them yet.</summary>
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CreatedInitialLocations,
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CreatedInitialLocations = 10,
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/// <summary>The game is creating a new save slot, and has initialized the in-game locations.</summary>
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/// <summary>The game is creating a new save slot, and has initialized the in-game locations.</summary>
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CreatedLocations,
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CreatedLocations = 2,
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/// <summary>The game is creating a new save slot, and has created the physical save files.</summary>
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/// <summary>The game is creating a new save slot, and has created the physical save files.</summary>
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CreatedSaveFile,
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CreatedSaveFile = 3,
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/// <summary>The game is loading a save slot, and has read the raw save data into <see cref="StardewValley.SaveGame.loaded"/>. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 20.</summary>
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/// <summary>The game is loading a save slot, and has read the raw save data into <see cref="StardewValley.SaveGame.loaded"/>. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 20.</summary>
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SaveParsed,
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SaveParsed = 4,
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/// <summary>The game is loading a save slot, and has applied the basic save info (including player data). Not applicable when connecting to a multiplayer host. Note that some basic info (like daily luck) is not initialized at this point. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 36.</summary>
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/// <summary>The game is loading a save slot, and has applied the basic save info (including player data). Not applicable when connecting to a multiplayer host. Note that some basic info (like daily luck) is not initialized at this point. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 36.</summary>
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SaveLoadedBasicInfo,
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SaveLoadedBasicInfo = 5,
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/// <summary>The game is loading a save slot and has added the location instances, but hasn't applied the data yet. Not applicable when connecting to a multiplayer host.</summary>
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/// <summary>The game is loading a save slot and has added the location instances, but hasn't applied the data yet. Not applicable when connecting to a multiplayer host.</summary>
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SaveAddedLocations,
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SaveAddedLocations = 11,
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/// <summary>The game is loading a save slot, and has applied the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 50.</summary>
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/// <summary>The game is loading a save slot, and has applied the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 50.</summary>
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SaveLoadedLocations,
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SaveLoadedLocations = 6,
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/// <summary>The final metadata has been loaded from the save file. This happens before the game applies problem fixes, checks for achievements, starts music, etc. Not applicable when connecting to a multiplayer host.</summary>
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/// <summary>The final metadata has been loaded from the save file. This happens before the game applies problem fixes, checks for achievements, starts music, etc. Not applicable when connecting to a multiplayer host.</summary>
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Preloaded,
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Preloaded = 7,
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/// <summary>The save is fully loaded, but the world may not be fully initialized yet.</summary>
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/// <summary>The save is fully loaded, but the world may not be fully initialized yet.</summary>
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Loaded,
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Loaded = 8,
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/// <summary>The save is fully loaded, the world has been initialized, and <see cref="Context.IsWorldReady"/> is now true.</summary>
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/// <summary>The save is fully loaded, the world has been initialized, and <see cref="Context.IsWorldReady"/> is now true.</summary>
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Ready,
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Ready = 9,
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/// <summary>The game is exiting the loaded save and returning to the title screen. This happens before it returns to title; see <see cref="None"/> after it returns.</summary>
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/// <summary>The game is exiting the loaded save and returning to the title screen. This happens before it returns to title; see <see cref="None"/> after it returns.</summary>
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ReturningToTitle
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ReturningToTitle = 12
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}
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}
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}
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}
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