Changes

remove {{upcoming|1.6}}
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* When a farmhand warps to a location, the game fetches the real location from the host player before the warp completes. For a short while, the farmhand may have a null <samp>currentLocation</samp> field while they're between locations.
 
* When a farmhand warps to a location, the game fetches the real location from the host player before the warp completes. For a short while, the farmhand may have a null <samp>currentLocation</samp> field while they're between locations.
   −
<br />{{upcoming|1.6|You can check whether a location is active using its <samp>IsActiveLocation</samp> method:
+
You can check whether a location is active using its <samp>IsActiveLocation</samp> method:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
 
foreach (GameLocation location in Game1.locations)
 
foreach (GameLocation location in Game1.locations)
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}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
}}
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==Assets==
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===String keys===
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A ''string key'' uniquely identifies where to find translatable text, in the form <samp>{{t|asset name}}:{{t|key}}</samp>. For example, <code>Game1.content.LoadString("Strings\\StringsFromCSFiles:spring")</code> will look for a <samp>spring</samp> key in the <samp>Strings\StringsFromCSFiles</samp> file in the content folder (which contains "spring"). This is commonly used in the game code (via <code>Game1.content.LoadString</code>) and in data assets which need translatable text.
      
==Main classes==
 
==Main classes==
translators
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