diff options
Diffstat (limited to 'src/SMAPI/Context.cs')
-rw-r--r-- | src/SMAPI/Context.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs index 98d60b78..aa4ecf35 100644 --- a/src/SMAPI/Context.cs +++ b/src/SMAPI/Context.cs @@ -23,7 +23,7 @@ namespace StardewModdingAPI internal static bool IsSaveLoaded => Game1.hasLoadedGame && Game1.activeClickableMenu is not TitleMenu; /// <summary>Whether the game is currently writing to the save file.</summary> - internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something + internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu or ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something /// <summary>The active split-screen instance IDs.</summary> internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>(); @@ -39,7 +39,7 @@ namespace StardewModdingAPI } /// <summary>Whether the in-game world is completely unloaded and not in the process of being loaded. The world may still exist in memory at this point, but should be ignored.</summary> - internal static bool IsWorldFullyUnloaded => Context.LoadStage == LoadStage.ReturningToTitle || Context.LoadStage == LoadStage.None; + internal static bool IsWorldFullyUnloaded => Context.LoadStage is LoadStage.ReturningToTitle or LoadStage.None; /********* |