Content paths removed. Mods need to define their own.

This commit is contained in:
Zoryn Aaron 2016-03-20 17:51:49 -04:00
parent cb9cdad62d
commit b47f3a7e23
1 changed files with 7 additions and 5 deletions

View File

@ -20,7 +20,7 @@ namespace StardewModdingAPI
public class Program
{
private static List<string> _modPaths;
private static List<string> _modContentPaths;
//private static List<string> _modContentPaths;
public static Texture2D DebugPixel { get; private set; }
@ -84,17 +84,19 @@ namespace StardewModdingAPI
StardewModdingAPI.Log.Info("Validating api paths...");
_modPaths = new List<string>();
_modContentPaths = new List<string>();
//_modContentPaths = new List<string>();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
//Mods need to make their own content paths, since we're doing a different, manifest-driven, approach.
//_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
//_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
//Checks that all defined modpaths exist as directories
_modPaths.ForEach(path => VerifyPath(path));
_modContentPaths.ForEach(path => VerifyPath(path));
//_modContentPaths.ForEach(path => VerifyPath(path));
VerifyPath(Constants.LogPath);
StardewModdingAPI.Log.Initialize(Constants.LogPath);