From 4655ae3db7aa650efd04e53c7cd4b43f0d7d2571 Mon Sep 17 00:00:00 2001 From: SinZ Date: Fri, 21 Feb 2025 00:43:24 +1100 Subject: [PATCH] Optimize map edits by skipping expensive tile index property copies --- src/SMAPI/Framework/Content/AssetDataForMap.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/SMAPI/Framework/Content/AssetDataForMap.cs b/src/SMAPI/Framework/Content/AssetDataForMap.cs index 975815a0..79118e2b 100644 --- a/src/SMAPI/Framework/Content/AssetDataForMap.cs +++ b/src/SMAPI/Framework/Content/AssetDataForMap.cs @@ -8,6 +8,7 @@ using StardewValley; using xTile; using xTile.Dimensions; using xTile.Layers; +using xTile.ObjectModel; using xTile.Tiles; using Rectangle = Microsoft.Xna.Framework.Rectangle; @@ -90,8 +91,7 @@ internal class AssetDataForMap : AssetData, IAssetDataForMap // add tilesheet targetSheet = new TileSheet(id, target, sourceSheet.ImageSource, sourceSheet.SheetSize, sourceSheet.TileSize); - for (int i = 0, tileCount = sourceSheet.TileCount; i < tileCount; ++i) - targetSheet.TileIndexProperties[i].CopyFrom(sourceSheet.TileIndexProperties[i]); + this.Reflection.GetField(targetSheet, "m_propertyCollection").SetValue((PropertyCollection)sourceSheet.Properties); target.AddTileSheet(targetSheet); }