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-rw-r--r-- | release-notes.md | 1 | ||||
-rw-r--r-- | src/StardewModdingAPI/Context.cs | 3 |
2 files changed, 4 insertions, 0 deletions
diff --git a/release-notes.md b/release-notes.md index 622fcd49..ce4ec082 100644 --- a/release-notes.md +++ b/release-notes.md @@ -29,6 +29,7 @@ For modders: * You can now load unpacked `.tbin` files from your mod folder through the content API. * SMAPI now automatically fixes tilesheet references for maps loaded from the mod folder. <small>_When loading a map from the mod folder, SMAPI will automatically use tilesheets relative to the map file if they exists. Otherwise it will default to tilesheets in the game content._</small> +* Added `Context.IsPlayerFree` for mods that need to check if the player can act (i.e. save is loaded, no menu is displayed, no cutscene is in progress, etc). * Added `Context.IsInDrawLoop` for specialised mods. * Fixed `smapi-crash.txt` being copied from the default log even if a different path is specified with `--log-path`. * Fixed the content API not matching XNB filenames with two dots (like `a.b.xnb`) if you don't specify the `.xnb` extension. diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs index 3fe70c68..6c5ae40e 100644 --- a/src/StardewModdingAPI/Context.cs +++ b/src/StardewModdingAPI/Context.cs @@ -16,6 +16,9 @@ namespace StardewModdingAPI /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary> public static bool IsWorldReady { get; internal set; } + /// <summary>Whether the player is free to move around (e.g. save is loaded, no menu is displayed, no cutscene is in progress, etc).</summary> + public static bool IsPlayerFree => Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.player.CanMove && !Game1.dialogueUp && !Game1.eventUp; + /// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="GraphicsEvents.OnPostRenderEvent"/> to draw to the screen.</summary> public static bool IsInDrawLoop { get; internal set; } |