Changes

→‎Changes: + IContentPack changes, merge console commands into 'other API changes'
Line 102: Line 102:  
| Use <samp>helper.GameContent.ParseAssetName</samp> instead. This returns an <samp>IAssetName</samp> value; you can update your code to use that, or get the string value using its <samp>Name</samp> property.
 
| Use <samp>helper.GameContent.ParseAssetName</samp> instead. This returns an <samp>IAssetName</samp> value; you can update your code to use that, or get the string value using its <samp>Name</samp> property.
 
|}
 
|}
  −
===Custom command triggers no longer allowed===
  −
You can no longer manually trigger a console command using <samp>helper.ConsoleCommands.Trigger</samp>. You should use [[Modding:Modder Guide/APIs/Integrations#Mod-provided APIs|mod-provided APIs]] to integrate with other mods.
      
===Other API changes===
 
===Other API changes===
Line 117: Line 114:  
| <samp>GameFramework.Xna</samp>
 
| <samp>GameFramework.Xna</samp>
 
| XNA is no longer used on any platform; you can safely remove any XNA-specific logic.
 
| XNA is no longer used on any platform; you can safely remove any XNA-specific logic.
 +
|-
 +
| <samp>helper.ConsoleCommands.Trigger</samp>
 +
| No longer supported. You can use [[Modding:Modder Guide/APIs/Integrations#Mod-provided APIs|mod-provided APIs]] to integrate with other mods.
 
|-
 
|-
 
| <samp>IAssetInfo.AssetName</samp>
 
| <samp>IAssetInfo.AssetName</samp>
| Use <samp>IAssetInfo.Name</samp> instead, which includes built-in utility methods to work with asset names.
+
| Use <samp>Name</samp> instead, which includes built-in utility methods to work with asset names.
 
|-
 
|-
 
| <samp>IAssetInfo.AssetNameEquals(name)</samp>
 
| <samp>IAssetInfo.AssetNameEquals(name)</samp>
| Use <samp>IAssetInfo.Name.IsEquivalentTo(name)</samp> instead.
+
| Use <samp>Name.IsEquivalentTo(name)</samp> instead.
 +
|-
 +
| <samp>IContentPack.LoadAsset</samp>
 +
| Use <samp>ModContent.Load</samp> instead.
 +
|-
 +
| <samp>IContentPack.GetActualAssetKey</samp>
 +
| Use <samp>ModContent.GetInternalAssetName</samp>, and remove the <samp>ContentSource</samp> parameter. This returns an <samp>IAssetName</samp> value; you can update your code to use that, or get the string value using its <samp>Name</samp> property.
 
|}
 
|}
    
[[Category:Modding]]
 
[[Category:Modding]]
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