diff options
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 104cf330..989b59d8 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -37,7 +37,7 @@ namespace StardewModdingAPI.Framework private readonly EventManager Events; /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> - private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second + private readonly Countdown DrawCrashTimer = new(60); // 60 ticks = roughly one second /// <summary>Simplifies access to private game code.</summary> private readonly Reflector Reflection; @@ -71,14 +71,14 @@ namespace StardewModdingAPI.Framework public WatcherCore Watchers { get; private set; } /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary> - public WatcherSnapshot WatcherSnapshot { get; } = new WatcherSnapshot(); + public WatcherSnapshot WatcherSnapshot { get; } = new(); /// <summary>Whether the current update tick is the first one for this instance.</summary> public bool IsFirstTick = true; /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> /// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks> - public Countdown AfterLoadTimer { get; } = new Countdown(5); + public Countdown AfterLoadTimer { get; } = new(5); /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary> public bool IsBetweenSaveEvents { get; set; } @@ -624,7 +624,7 @@ namespace StardewModdingAPI.Framework if (tile != null) { Vector2 vector_draw_position = Game1.GlobalToLocal(Game1.viewport, tile_position * 64f); - Location draw_location = new Location((int)vector_draw_position.X, (int)vector_draw_position.Y); + Location draw_location = new((int)vector_draw_position.X, (int)vector_draw_position.Y); Game1.mapDisplayDevice.DrawTile(tile, draw_location, (tile_position.Y * 64f - 1f) / 10000f); } } |