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