fixed `Constants.SaveFolderName` not set for a new game until the save is created (#261)

This commit is contained in:
Jesse Plamondon-Willard 2017-04-23 23:58:08 -04:00
parent e3219bd969
commit 1de8895642
2 changed files with 2 additions and 1 deletions

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@ -29,6 +29,7 @@ For mod developers:
* Added `IsBetween` and string overloads to the `ISemanticVersion` methods.
* Fixed mouse-changed event never updating prior mouse position.
* Fixed `monitor.ExitGameImmediately` not working correctly.
* Fixed `Constants.SaveFolderName` not set for a new game until the save is created.
## 1.9
See [log](https://github.com/Pathoschild/SMAPI/compare/1.8...1.9).

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@ -64,7 +64,7 @@ namespace StardewModdingAPI
public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
/// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string SaveFolderName => Constants.SavePathReady ? Constants.GetSaveFolderName() : "";
public static string SaveFolderName => Constants.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";