Unstatic GlobalFileSystem and rename it to FileSystem

Add a ModFiles field on ModData and move all access to the file system to go through that.
This commit is contained in:
Pavel Penev
2015-10-09 13:55:08 +03:00
parent 5684bcec1c
commit 1b88d24cfa
46 changed files with 154 additions and 172 deletions

View File

@@ -13,7 +13,6 @@ using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Mods.Common.SpriteLoaders;
using OpenRA.Traits;
@@ -41,14 +40,14 @@ namespace OpenRA.Mods.Common.UtilityCommands
var srcMod = args[1].Split(':')[0];
Game.ModData = new ModData(srcMod);
GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest);
var srcRules = Game.ModData.RulesetCache.Load();
var srcPaletteInfo = srcRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
var srcRemapIndex = srcPaletteInfo.RemapIndex;
var destMod = args[2].Split(':')[0];
Game.ModData = new ModData(destMod);
GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest);
var destRules = Game.ModData.RulesetCache.Load();
var destPaletteInfo = destRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
var destRemapIndex = destPaletteInfo.RemapIndex;