Beispiel #1
0
 /// <summary>Get whether this instance can load the initial version of the given asset.</summary>
 /// <param name="asset">Basic metadata about the asset being loaded.</param>
 public bool CanLoad <T>(IAssetInfo asset)
 {
     return
         (asset.AssetNameEquals(@"Maps\Farm_Combat") ||
          (Config.useOptionalCave && asset.AssetNameEquals(@"Maps\FarmCave")));
 }
Beispiel #2
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data\\CookingRecipes"));
 }
 public bool CanEdit <_T> (IAssetInfo asset)
 {
     return(asset.DataType == typeof(Texture2D) &&
            asset.AssetNameEquals("LooseSprites\\Cursors"));
 }
Beispiel #4
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     if (asset.AssetNameEquals("Data\\ObjectInformation"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\ObjectContextTags"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\Crops"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\fruitTrees"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\CookingRecipes"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\CraftingRecipes"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\BigCraftablesInformation"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\hats"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\weapons"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\NPCGiftTastes"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\ClothingInformation"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\TailoringRecipes"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Data\\Boots"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Maps\\springobjects"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("TileSheets\\crops"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("TileSheets\\fruitTrees"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("TileSheets\\Craftables"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Characters\\Farmer\\hats"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("TileSheets\\weapons"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Characters\\Farmer\\shirts"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Characters\\Farmer\\pants"))
     {
         return(true);
     }
     if (asset.AssetNameEquals("Characters\\Farmer\\shoeColors"))
     {
         return(true);
     }
     return(false);
 }
Beispiel #5
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 // Replace game map with modified map
 public bool CanLoad <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(@"LooseSprites\Map") && Customizations != null);
 }
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data/weapons"));
 }
Beispiel #7
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 /// <inheritdoc/>
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(Path.Combine("Data", "mail")));
 }
Beispiel #8
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data/Fish.xnb"));
 }
 /// <summary>This will call when loading each asset, if the mail asset is being loaded, return true as we want to edit this.</summary>
 /// <typeparam name="T">The type of the assets being loaded.</typeparam>
 /// <param name="asset">The asset info being loaded.</param>
 /// <returns>True if the assets being loaded needs to be edited.</returns>
 public bool CanEdit <T>(IAssetInfo asset) => asset.AssetNameEquals("Data\\FarmAnimals");
Beispiel #10
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(@"Data\Locations") || asset.AssetNameEquals(@"LooseSprites\map"));
 }
Beispiel #11
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Maps/mermaid_house_tiles") && clamTexture != null);
 }
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(@"LooseSprites\Movies"));
 }
Beispiel #13
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(@"Data/ObjectInformation") ||
            asset.AssetNameEquals(@"Strings/UI"));
 }
Beispiel #14
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 public bool CanLoad <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(ModEntry.GameContentTexturePath));
 }
Beispiel #15
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Strings/Events") || asset.AssetNameEquals("Strings/Locations"));
 }
Beispiel #16
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 public bool CanEdit <T>(IAssetInfo asset) => asset.AssetNameEquals("Data/CookingRecipes");
Beispiel #17
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 /// <summary>Get whether this instance can load the initial version of the given asset.</summary>
 /// <param name="asset">Basic metadata about the asset being loaded.</param>
 public bool CanLoad <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Buildings/TractorGarage"));
 }
Beispiel #18
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 /// <summary>Get whether this instance can edit the given asset.</summary>
 /// <param name="asset">Basic metadata about the asset being loaded.</param>
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data/Crops") || asset.AssetNameEquals("TileSheets/crops"));
 }
Beispiel #19
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(@"Data\Fish"));
 }
 public bool CanEdit <_T> (IAssetInfo asset)
 {
     return(asset.AssetNameEquals($"Strings\\Events") ||
            asset.AssetNameEquals($"Strings\\StringsFromCSFiles"));
 }
Beispiel #21
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 /// <summary>Get whether this instance can edit the given asset.</summary>
 /// <param name="asset">Basic metadata about the asset being loaded.</param>
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return
         (asset.AssetNameEquals(SprinklerMod.RecipeDataKey) ||
          asset.AssetNameEquals(SprinklerMod.ObjectDataKey));
 }
 /// <summary>Get the delimiter used in string entries for an asset.</summary>
 /// <param name="asset">The asset being edited.</param>
 private char GetStringFieldDelimiter(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data/Achievements")
         ? '^'
         : '/');
 }
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(Assets.Exists(a => asset.AssetNameEquals(a.Key)));
 }
Beispiel #24
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 // Allow asset to be edited if name matches
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data\\Events\\IslandSouth"));
 }
Beispiel #25
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 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data\\mail"));
 }
Beispiel #26
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 // Allow asset to be edited if name matches
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Data\\Events\\Hospital"));
 }
Beispiel #27
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 /// <summary>Get whether this instance can edit the given asset.</summary>
 /// <param name="asset">Basic metadata about the asset being loaded.</param>
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return
         (asset.AssetNameEquals("Data/ObjectInformation") ||
          asset.AssetNameEquals("Data/mail"));
 }
Beispiel #28
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 // Allow asset to be edited if name matches and any object references exist
 public bool CanEdit <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Strings\\StringsFromCSFiles") && PlayerStateRestorer.statedeathps.Value != null);
 }
Beispiel #29
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 /// <inheritdoc />
 public bool CanLoad <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals("Characters\\Farmer\\farmer_transparent"));
 }
Beispiel #30
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 public bool CanLoad <T>(IAssetInfo asset)
 {
     return(asset.AssetNameEquals(@"Dusty"));
 }