Adapt for Android platform, and backup saves individually for Android

This commit is contained in:
yangzhi 2020-02-17 20:57:04 +08:00
parent 5ded80f371
commit 10f609ea4b
1 changed files with 5 additions and 4 deletions

View File

@ -15,16 +15,16 @@ namespace Omegasis.SaveBackup
** Fields
*********/
/// <summary>The folder path containing the game's app data.</summary>
private static readonly string AppDataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
private static string AppDataPath => Constants.TargetPlatform != GamePlatform.Android ? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley") : Constants.DataPath;
/// <summary>The folder path containing the game's saves.</summary>
private static readonly string SavesPath = Path.Combine(SaveBackup.AppDataPath, "Saves");
private static string SavesPath => Constants.TargetPlatform != GamePlatform.Android ? Path.Combine(SaveBackup.AppDataPath, "Saves") : Constants.CurrentSavePath;
/// <summary>The folder path containing backups of the save before the player starts playing.</summary>
private static readonly string PrePlayBackupsPath = Path.Combine(SaveBackup.AppDataPath, "Backed_Up_Saves", "Pre_Play_Saves");
/// <summary>The folder path containing nightly backups of the save.</summary>
private static readonly string NightlyBackupsPath = Path.Combine(SaveBackup.AppDataPath, "Backed_Up_Saves", "Nightly_InGame_Saves");
private static string NightlyBackupsPath => Constants.TargetPlatform != GamePlatform.Android ? Path.Combine(SaveBackup.AppDataPath, "Backed_Up_Saves", "Nightly_InGame_Saves") : Path.Combine(SaveBackup.AppDataPath, "Backed_Up_Saves", Constants.SaveFolderName, "Nightly_InGame_Saves");
/// <summary>The mod configuration.</summary>
private ModConfig Config;
@ -39,6 +39,7 @@ namespace Omegasis.SaveBackup
{
this.Config = helper.ReadConfig<ModConfig>();
if(Constants.TargetPlatform != GamePlatform.Android)
this.BackupSaves(SaveBackup.PrePlayBackupsPath);
helper.Events.GameLoop.Saving += this.OnSaving;