Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Framework/Graphics/ExtendedAssetInfo.cs

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C#
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using CustomNPCFramework.Framework.Enums;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Graphics
{
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/// <summary>
/// An expanded Asset info class that deals with seasons and genders.
/// </summary>
public class ExtendedAssetInfo :AssetInfo
{
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/// <summary>
/// The genders this part is associated with. 0=Male, 1=female, 2=other.
/// </summary>
public Genders gender;
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/// <summary>
/// A list of seasons where this part can be displayed
/// </summary>
public List<Seasons> seasons=new List<Seasons>();
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/// <summary>
/// The part type to be used for this asset such as hair, eyes, etc.
/// </summary>
public PartType type;
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/// <summary>
/// Constructor.
/// </summary>
public ExtendedAssetInfo()
{
this.seasons = new List<Seasons>();
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="name"></param>
/// <param name="assetSize"></param>
/// <param name="randomizeOnLoad"></param>
/// <param name="Gender">The type of gender this asset will be associated with.</param>
/// <param name="Season">The type of season this asset will be associated with.</param>
public ExtendedAssetInfo(string name, NamePairings StandingAssetPaths, NamePairings MovingAssetPaths, NamePairings SwimmingAssetPaths, NamePairings SittingAssetPaths, Vector2 assetSize, bool randomizeOnLoad, Genders Gender, List<Seasons> Season, PartType Type): base(name,StandingAssetPaths,MovingAssetPaths,SwimmingAssetPaths,SittingAssetPaths, assetSize, randomizeOnLoad)
{
this.gender = Gender;
this.seasons = Season;
if (this.seasons == null) this.seasons = new List<Seasons>();
this.type = Type;
}
/// <summary>
/// Save the json to a certain location.
/// </summary>
/// <param name="path"></param>
public new void writeToJson(string path)
{
Class1.ModHelper.WriteJsonFile<ExtendedAssetInfo>(path, this);
}
/// <summary>
/// Read the json from a certain location.
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public new static ExtendedAssetInfo readFromJson(string path)
{
return Class1.ModHelper.ReadJsonFile<ExtendedAssetInfo>(path);
}
}
}