fix asset type when checking if a mod asset exists

This commit is contained in:
Jesse Plamondon-Willard 2022-05-18 20:04:51 -04:00
parent cb11f1e2ca
commit f8b62e271e
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GPG Key ID: CF8B1456B3E29F49
1 changed files with 1 additions and 1 deletions

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@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// custom asset from a loader // custom asset from a loader
string locale = this.GetLocale(); string locale = this.GetLocale();
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<object>(info); AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
if (operations?.LoadOperations.Count > 0) if (operations?.LoadOperations.Count > 0)
{ {
if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error)) if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error))