/// <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"))); }
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")); }
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); }
// 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")); }
/// <inheritdoc/> public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals(Path.Combine("Data", "mail"))); }
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");
public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals(@"Data\Locations") || asset.AssetNameEquals(@"LooseSprites\map")); }
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")); }
public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals(@"Data/ObjectInformation") || asset.AssetNameEquals(@"Strings/UI")); }
public bool CanLoad <T>(IAssetInfo asset) { return(asset.AssetNameEquals(ModEntry.GameContentTexturePath)); }
public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals("Strings/Events") || asset.AssetNameEquals("Strings/Locations")); }
public bool CanEdit <T>(IAssetInfo asset) => asset.AssetNameEquals("Data/CookingRecipes");
/// <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")); }
/// <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")); }
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")); }
/// <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))); }
// Allow asset to be edited if name matches public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals("Data\\Events\\IslandSouth")); }
public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals("Data\\mail")); }
// Allow asset to be edited if name matches public bool CanEdit <T>(IAssetInfo asset) { return(asset.AssetNameEquals("Data\\Events\\Hospital")); }
/// <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")); }
// 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); }
/// <inheritdoc /> public bool CanLoad <T>(IAssetInfo asset) { return(asset.AssetNameEquals("Characters\\Farmer\\farmer_transparent")); }
public bool CanLoad <T>(IAssetInfo asset) { return(asset.AssetNameEquals(@"Dusty")); }