diff options
Diffstat (limited to 'src/SMAPI')
-rw-r--r-- | src/SMAPI/Context.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Framework/Content/AssetDataForObject.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModLoading/ModResolver.cs | 7 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModLoading/Rewriters/HeuristicFieldRewriter.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/SButton.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/SButtonState.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Utilities/Keybind.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Utilities/KeybindList.cs | 2 |
9 files changed, 13 insertions, 16 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; /********* diff --git a/src/SMAPI/Framework/Content/AssetDataForObject.cs b/src/SMAPI/Framework/Content/AssetDataForObject.cs index 40f49190..bafd8941 100644 --- a/src/SMAPI/Framework/Content/AssetDataForObject.cs +++ b/src/SMAPI/Framework/Content/AssetDataForObject.cs @@ -47,9 +47,9 @@ namespace StardewModdingAPI.Framework.Content /// <inheritdoc /> public TData GetData<TData>() { - if (this.Data is not TData) + if (this.Data is not TData data) throw new InvalidCastException($"The content data of type {this.Data.GetType().FullName} can't be converted to the requested {typeof(TData).FullName}."); - return (TData)this.Data; + return data; } } } diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 5ff7432b..d5feaf94 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -234,7 +234,7 @@ namespace StardewModdingAPI.Framework.Input isDown: pressed.Contains(button) ); - if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) + if (button is SButton.MouseLeft or SButton.MouseMiddle or SButton.MouseRight or SButton.MouseX1 or SButton.MouseX2) mouseOverrides[button] = newState; else if (button.TryGetKeyboard(out Keys _)) keyboardOverrides[button] = newState; diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index e3386f75..21366bb4 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -32,11 +32,8 @@ namespace StardewModdingAPI.Framework.ModLoading ModDataRecordVersionedFields dataRecord = modDatabase.Get(manifest?.UniqueID)?.GetVersionedFields(manifest); // apply defaults - if (manifest != null && dataRecord != null) - { - if (dataRecord.UpdateKey != null) - manifest.UpdateKeys = new[] { dataRecord.UpdateKey }; - } + if (manifest != null && dataRecord?.UpdateKey is not null) + manifest.UpdateKeys = new[] { dataRecord.UpdateKey }; // build metadata bool shouldIgnore = folder.Type == ModType.Ignored; diff --git a/src/SMAPI/Framework/ModLoading/Rewriters/HeuristicFieldRewriter.cs b/src/SMAPI/Framework/ModLoading/Rewriters/HeuristicFieldRewriter.cs index 57f1dd17..2eee8ff9 100644 --- a/src/SMAPI/Framework/ModLoading/Rewriters/HeuristicFieldRewriter.cs +++ b/src/SMAPI/Framework/ModLoading/Rewriters/HeuristicFieldRewriter.cs @@ -37,7 +37,7 @@ namespace StardewModdingAPI.Framework.ModLoading.Rewriters // skip if not broken FieldDefinition fieldDefinition = fieldRef.Resolve(); - if (fieldDefinition != null && !fieldDefinition.HasConstant) + if (fieldDefinition?.HasConstant == false) return false; // rewrite if possible diff --git a/src/SMAPI/SButton.cs b/src/SMAPI/SButton.cs index ae825696..133ea901 100644 --- a/src/SMAPI/SButton.cs +++ b/src/SMAPI/SButton.cs @@ -674,7 +674,7 @@ namespace StardewModdingAPI } // mouse - if (input == SButton.MouseLeft || input == SButton.MouseRight) + if (input is SButton.MouseLeft or SButton.MouseRight) { button = new InputButton(mouseLeft: input == SButton.MouseLeft); return true; diff --git a/src/SMAPI/SButtonState.cs b/src/SMAPI/SButtonState.cs index 5f3e8d3c..ca2dd83d 100644 --- a/src/SMAPI/SButtonState.cs +++ b/src/SMAPI/SButtonState.cs @@ -23,7 +23,7 @@ namespace StardewModdingAPI /// <param name="state">The button state.</param> public static bool IsDown(this SButtonState state) { - return state == SButtonState.Held || state == SButtonState.Pressed; + return state is SButtonState.Held or SButtonState.Pressed; } } } diff --git a/src/SMAPI/Utilities/Keybind.cs b/src/SMAPI/Utilities/Keybind.cs index 403ecf4a..7aefe686 100644 --- a/src/SMAPI/Utilities/Keybind.cs +++ b/src/SMAPI/Utilities/Keybind.cs @@ -118,11 +118,11 @@ namespace StardewModdingAPI.Utilities return SButtonState.None; // mix of held + pressed => pressed - if (states.All(p => p == SButtonState.Pressed || p == SButtonState.Held)) + if (states.All(p => p is SButtonState.Pressed or SButtonState.Held)) return SButtonState.Pressed; // mix of held + released => released - if (states.All(p => p == SButtonState.Held || p == SButtonState.Released)) + if (states.All(p => p is SButtonState.Held or SButtonState.Released)) return SButtonState.Released; // not down last tick or now diff --git a/src/SMAPI/Utilities/KeybindList.cs b/src/SMAPI/Utilities/KeybindList.cs index f8f569af..f24976f7 100644 --- a/src/SMAPI/Utilities/KeybindList.cs +++ b/src/SMAPI/Utilities/KeybindList.cs @@ -139,7 +139,7 @@ namespace StardewModdingAPI.Utilities public bool IsDown() { SButtonState state = this.GetState(); - return state == SButtonState.Pressed || state == SButtonState.Held; + return state is SButtonState.Pressed or SButtonState.Held; } /// <summary>Get whether the input binding was just pressed this tick.</summary> |