add IContentHelper.ParseAssetName (#766)
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@ -24,6 +24,7 @@
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* Added `Constants.ContentPath`.
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* Added `IAssetName` fields to the info received by `IAssetEditor` and `IAssetLoader` methods.
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_This adds methods for working with asset names, parsed locales, etc._
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* Added `helper.Content.ParseAssetName` to get an `IAssetName` for an arbitrary asset key.
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* If an asset is loaded multiple times in the same tick, `IAssetLoader.CanLoad` and `IAssetEditor.CanEdit` are now cached unless invalidated by `helper.Content.InvalidateCache`.
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* Fixed the `SDate` constructor being case-sensitive.
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* Fixed support for using locale codes from custom languages in asset names (e.g. `Data/Achievements.eo-EU`).
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@ -103,6 +103,12 @@ namespace StardewModdingAPI.Framework.ModHelpers
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this.Monitor = monitor;
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}
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/// <inheritdoc />
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public IAssetName ParseAssetName(string rawName)
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{
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return this.ContentCore.ParseAssetName(rawName);
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}
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/// <inheritdoc />
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public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
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{
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI.Framework.Content;
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using StardewValley;
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using xTile;
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@ -30,6 +31,11 @@ namespace StardewModdingAPI
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/*********
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** Public methods
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*********/
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/// <summary>Parse a raw asset name.</summary>
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/// <param name="rawName">The raw asset name to parse.</param>
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/// <exception cref="ArgumentException">The <paramref name="rawName"/> is null or empty.</exception>
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IAssetName ParseAssetName(string rawName);
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/// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
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/// <typeparam name="T">The expected data type. The main supported types are <see cref="Map"/>, <see cref="Texture2D"/>, dictionaries, and lists; other types may be supported by the game's content pipeline.</typeparam>
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/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
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