handle vanilla assets in DoesAssetExist (#766)
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@ -68,11 +68,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
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if (base.DoesAssetExist(assetName))
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if (base.DoesAssetExist(assetName))
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return true;
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return true;
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// vanilla asset
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if (File.Exists(Path.Combine(this.RootDirectory, $"{assetName.Name}.xnb")))
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return true;
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// managed asset
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// managed asset
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if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
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if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
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return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath);
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return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath);
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// else check for loaders
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// custom asset from a loader
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string locale = this.GetLocale();
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string locale = this.GetLocale();
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IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName);
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IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName);
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ModLinked<IAssetLoader>[] loaders = this.GetLoaders<object>(info).ToArray();
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ModLinked<IAssetLoader>[] loaders = this.GetLoaders<object>(info).ToArray();
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