/// <summary>Loads the default grass sprites into the sprite pools.</summary> /// <param name="grassTexture">The grass texture.</param> private void LoadDefaultGrass(Texture2D grassTexture) { foreach (var season in new[] { "spring", "summer", "fall", "winter" }) { // clear any existing default grass sprites in the sprite pool switch (season) { case "spring": SpringSpritePool.ClearDefaultGrass(); break; case "summer": SummerSpritePool.ClearDefaultGrass(); break; case "fall": FallSpritePool.ClearDefaultGrass(); break; case "winter": WinterSpritePool.ClearDefaultGrass(); break; } // calculate the default grass bounds var yOffset = 0; switch (season) { case "summer": yOffset = 21; break; case "fall": yOffset = 41; break; case "winter": yOffset = 81; break; } var grassBounds = new[] { new Rectangle(0, yOffset, 15, 20), new Rectangle(16, yOffset, 15, 20), new Rectangle(30, yOffset, 15, 20) }; // load the individual grass sprites in the correct sprite pool using the above calculated bounds foreach (var grassBound in grassBounds) { // create a new texture using the grassBound var grassSprite = new Texture2D(Game1.graphics.GraphicsDevice, grassBound.Width, grassBound.Height); var grassData = new Color[grassBound.Width * grassBound.Height]; grassTexture.GetData(0, grassBound, grassData, 0, grassData.Length); grassSprite.SetData(grassData); // add sprite to correct sprite pool switch (season) { case "spring": SpringSpritePool.AddDefaultGrass(grassSprite); break; case "summer": SummerSpritePool.AddDefaultGrass(grassSprite); break; case "fall": FallSpritePool.AddDefaultGrass(grassSprite); break; case "winter": WinterSpritePool.AddDefaultGrass(grassSprite); break; } } } }
/// <summary>Loads all the sprites from the specified directory into the correct sprite pool.</summary> /// <param name="directory">The absolute directory containing the sprites.</param> /// <param name="contentPack">The content pack currently being loaded.</param> /// <param name="season">The season to load the images into.</param> private void LoadSpritesFromDirectory(string directory, IContentPack contentPack, ContentPackConfig contentPackConfig, string season) { foreach (var file in Directory.GetFiles(directory)) { // ensure file is an image file if (!file.EndsWith(".png")) { this.Monitor.Log($"Invalid file in folder: {file}"); continue; } // get the grass texture var relativePath = Path.Combine(season, Path.GetFileName(file)); // a rare bug on Unix causes Directory.GetFiles(string) to return invalid files, it'll return a list of the expected files as well as a copy of each file but prefixed with "._" // these files don't actually exist and cause the below to throw an exception, I tried checking if the files started with "._" but that didn't work, in the end silently // catching the exception and ignoring it seemed to be the only way for it to work. silently catching shouldn't be a problem here as that shouldn't throw any other exception anyway Texture2D grassTexture; try { grassTexture = contentPack.LoadAsset <Texture2D>(relativePath); } catch { continue; } if (grassTexture == null) { this.Monitor.Log($"Failed to get grass sprite. Path expected: {relativePath}"); continue; } // add the texture to the correct sprite pool var whiteListedLocations = contentPackConfig.WhiteListedLocations ?? new List <string>(); whiteListedLocations.AddRange(contentPackConfig.WhiteListedGrass.FirstOrDefault(whiteListedGrass => whiteListedGrass.Key.ToLower() == new FileInfo(file).Name.ToLower()).Value ?? new List <string>()); var blackListedLocations = contentPackConfig.BlackListedLocations ?? new List <string>(); blackListedLocations.AddRange(contentPackConfig.BlackListedGrass.FirstOrDefault(blackListedGrass => blackListedGrass.Key.ToLower() == new FileInfo(file).Name.ToLower()).Value ?? new List <string>()); switch (season) { case "spring": SpringSpritePool.AddCustomGrass(grassTexture, whiteListedLocations, blackListedLocations); break; case "summer": SummerSpritePool.AddCustomGrass(grassTexture, whiteListedLocations, blackListedLocations); break; case "fall": FallSpritePool.AddCustomGrass(grassTexture, whiteListedLocations, blackListedLocations); break; case "winter": WinterSpritePool.AddCustomGrass(grassTexture, whiteListedLocations, blackListedLocations); break; } } }