diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index f318517d..4f3a29fc 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -39,9 +39,6 @@ namespace StardewModdingAPI.Framework /// <summary>The number of consecutive failed draws.</summary> private int FailedDraws; - /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary> - private bool IsWorldReady => this.AfterLoadTimer < 0; - /// <summary>Whether the game is returning to the menu.</summary> private bool IsExiting; @@ -309,6 +306,7 @@ namespace StardewModdingAPI.Framework if (this.AfterLoadTimer == 0) { this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); + Context.IsWorldReady = true; SaveEvents.InvokeAfterLoad(this.Monitor); PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame)); @@ -325,9 +323,11 @@ namespace StardewModdingAPI.Framework this.IsExiting = true; // after exit to title - if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu) + if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu) { this.Monitor.Log("Context: returned to title", LogLevel.Trace); + Context.IsWorldReady = false; + SaveEvents.InvokeAfterReturnToTitle(this.Monitor); this.AfterLoadTimer = 5; this.IsExiting = false; @@ -421,7 +421,7 @@ namespace StardewModdingAPI.Framework /********* ** World & player events *********/ - if (this.IsWorldReady) + if (Context.IsWorldReady) { // raise events (only when something changes, not on the initial load) if (Game1.uniqueIDForThisGame == this.PreviousSaveID) |