diff options
Diffstat (limited to 'src/SMAPI/Context.cs')
-rw-r--r-- | src/SMAPI/Context.cs | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs index a745592c..e906375b 100644 --- a/src/SMAPI/Context.cs +++ b/src/SMAPI/Context.cs @@ -1,3 +1,5 @@ +#nullable disable + using System.Collections.Generic; using StardewModdingAPI.Enums; using StardewModdingAPI.Events; @@ -14,16 +16,16 @@ namespace StardewModdingAPI ** Fields *********/ /// <summary>Whether the player has loaded a save and the world has finished initializing.</summary> - private static readonly PerScreen<bool> IsWorldReadyForScreen = new PerScreen<bool>(); + private static readonly PerScreen<bool> IsWorldReadyForScreen = new(); /// <summary>The current stage in the game's loading process.</summary> - private static readonly PerScreen<LoadStage> LoadStageForScreen = new PerScreen<LoadStage>(); + private static readonly PerScreen<LoadStage> LoadStageForScreen = new(); /// <summary>Whether a player save has been loaded.</summary> - internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu); + 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 +41,7 @@ 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; /********* @@ -86,7 +88,7 @@ namespace StardewModdingAPI public static bool HasRemotePlayers => Context.IsMultiplayer && !Game1.hasLocalClientsOnly; /// <summary>Whether the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary> - public static bool IsMainPlayer => Game1.IsMasterGame && Context.ScreenId == 0 && !(TitleMenu.subMenu is FarmhandMenu); + public static bool IsMainPlayer => Game1.IsMasterGame && Context.ScreenId == 0 && TitleMenu.subMenu is not FarmhandMenu; /********* |