fix typos
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@ -174,7 +174,7 @@ namespace StardewModdingAPI.Metadata
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/****
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** Content\Characters\Farmer
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****/
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case "characters\\farmer\\accessories": // Game1.loadContent
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case "characters\\farmer\\accessories": // Game1.LoadContent
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FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key);
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return true;
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@ -190,26 +190,26 @@ namespace StardewModdingAPI.Metadata
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Game1.player.FarmerRenderer = new FarmerRenderer(key, Game1.player);
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return true;
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case "characters\\farmer\\hairstyles": // Game1.loadContent
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case "characters\\farmer\\hairstyles": // Game1.LoadContent
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FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key);
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return true;
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case "characters\\farmer\\hats": // Game1.loadContent
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case "characters\\farmer\\hats": // Game1.LoadContent
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FarmerRenderer.hatsTexture = content.Load<Texture2D>(key);
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return true;
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case "characters\\farmer\\shirts": // Game1.loadContent
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case "characters\\farmer\\shirts": // Game1.LoadContent
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FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key);
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return true;
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/****
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** Content\Data
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****/
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case "data\\achievements": // Game1.loadContent
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case "data\\achievements": // Game1.LoadContent
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Game1.achievements = content.Load<Dictionary<int, string>>(key);
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return true;
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case "data\\bigcraftablesinformation": // Game1.loadContent
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case "data\\bigcraftablesinformation": // Game1.LoadContent
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Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
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return true;
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@ -224,111 +224,111 @@ namespace StardewModdingAPI.Metadata
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case "data\\npcdispositions": // NPC constructor
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return this.ReloadNpcDispositions(content, key);
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case "data\\npcgifttastes": // Game1.loadContent
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case "data\\npcgifttastes": // Game1.LoadContent
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Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
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return true;
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case "data\\objectinformation": // Game1.loadContent
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case "data\\objectinformation": // Game1.LoadContent
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Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
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return true;
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/****
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** Content\Fonts
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****/
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case "fonts\\spritefont1": // Game1.loadContent
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case "fonts\\spritefont1": // Game1.LoadContent
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Game1.dialogueFont = content.Load<SpriteFont>(key);
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return true;
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case "fonts\\smallfont": // Game1.loadContent
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case "fonts\\smallfont": // Game1.LoadContent
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Game1.smallFont = content.Load<SpriteFont>(key);
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return true;
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case "fonts\\tinyfont": // Game1.loadContent
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case "fonts\\tinyfont": // Game1.LoadContent
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Game1.tinyFont = content.Load<SpriteFont>(key);
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return true;
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case "fonts\\tinyfontborder": // Game1.loadContent
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case "fonts\\tinyfontborder": // Game1.LoadContent
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Game1.tinyFontBorder = content.Load<SpriteFont>(key);
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return true;
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/****
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** Content\Lighting
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** Content\LooseSprites\Lighting
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****/
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case "loosesprites\\lighting\\greenlight": // Game1.loadContent
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case "loosesprites\\lighting\\greenlight": // Game1.LoadContent
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Game1.cauldronLight = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent
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case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent
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Game1.indoorWindowLight = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\lighting\\lantern": // Game1.loadContent
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case "loosesprites\\lighting\\lantern": // Game1.LoadContent
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Game1.lantern = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\lighting\\sconcelight": // Game1.loadContent
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case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent
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Game1.sconceLight = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\lighting\\windowlight": // Game1.loadContent
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case "loosesprites\\lighting\\windowlight": // Game1.LoadContent
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Game1.windowLight = content.Load<Texture2D>(key);
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return true;
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/****
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** Content\LooseSprites
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****/
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case "loosesprites\\controllermaps": // Game1.loadContent
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case "loosesprites\\controllermaps": // Game1.LoadContent
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Game1.controllerMaps = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\cursors": // Game1.loadContent
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case "loosesprites\\cursors": // Game1.LoadContent
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Game1.mouseCursors = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\daybg": // Game1.loadContent
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case "loosesprites\\daybg": // Game1.LoadContent
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Game1.daybg = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\font_bold": // Game1.loadContent
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case "loosesprites\\font_bold": // Game1.LoadContent
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SpriteText.spriteTexture = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\font_colored": // Game1.loadContent
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case "loosesprites\\font_colored": // Game1.LoadContent
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SpriteText.coloredTexture = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\nightbg": // Game1.loadContent
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case "loosesprites\\nightbg": // Game1.LoadContent
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Game1.nightbg = content.Load<Texture2D>(key);
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return true;
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case "loosesprites\\shadow": // Game1.loadContent
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case "loosesprites\\shadow": // Game1.LoadContent
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Game1.shadowTexture = content.Load<Texture2D>(key);
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return true;
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/****
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** Content\Critters
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****/
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case "tilesheets\\crops": // Game1.loadContent
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case "tilesheets\\crops": // Game1.LoadContent
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Game1.cropSpriteSheet = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\debris": // Game1.loadContent
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case "tilesheets\\debris": // Game1.LoadContent
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Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\emotes": // Game1.loadContent
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case "tilesheets\\emotes": // Game1.LoadContent
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Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\furniture": // Game1.loadContent
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case "tilesheets\\furniture": // Game1.LoadContent
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Furniture.furnitureTexture = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\projectiles": // Game1.loadContent
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case "tilesheets\\projectiles": // Game1.LoadContent
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Projectile.projectileSheet = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\rain": // Game1.loadContent
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case "tilesheets\\rain": // Game1.LoadContent
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Game1.rainTexture = content.Load<Texture2D>(key);
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return true;
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@ -336,18 +336,18 @@ namespace StardewModdingAPI.Metadata
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Game1.ResetToolSpriteSheet();
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return true;
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case "tilesheets\\weapons": // Game1.loadContent
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case "tilesheets\\weapons": // Game1.LoadContent
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Tool.weaponsTexture = content.Load<Texture2D>(key);
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return true;
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/****
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** Content\Maps
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****/
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case "maps\\menutiles": // Game1.loadContent
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case "maps\\menutiles": // Game1.LoadContent
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Game1.menuTexture = content.Load<Texture2D>(key);
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return true;
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case "maps\\springobjects": // Game1.loadContent
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case "maps\\springobjects": // Game1.LoadContent
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Game1.objectSpriteSheet = content.Load<Texture2D>(key);
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return true;
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@ -384,11 +384,11 @@ namespace StardewModdingAPI.Metadata
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/****
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** Content\TileSheets
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****/
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case "tilesheets\\animations": // Game1.loadContent
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case "tilesheets\\animations": // Game1.LoadContent
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Game1.animations = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\buffsicons": // Game1.loadContent
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case "tilesheets\\buffsicons": // Game1.LoadContent
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Game1.buffsIcons = content.Load<Texture2D>(key);
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return true;
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@ -396,7 +396,7 @@ namespace StardewModdingAPI.Metadata
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Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
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return true;
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case "tilesheets\\craftables": // Game1.loadContent
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case "tilesheets\\craftables": // Game1.LoadContent
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Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
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return true;
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@ -483,7 +483,9 @@ namespace StardewModdingAPI.Metadata
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where TAnimal : NPC
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{
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// find matches
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TAnimal[] animals = this.GetCharacters().OfType<TAnimal>().ToArray();
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TAnimal[] animals = this.GetCharacters()
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.OfType<TAnimal>()
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.ToArray();
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if (!animals.Any())
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return false;
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