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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-10 23:49:58 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-10 23:49:58 -0400
commit86c60c971ae533321b6550f140af4f01351cb2e3 (patch)
treecde96d0cf56353dd36a0a47d32a38a8d34aee7d1
parentd88050fceeba58f8357bbd20d3acbd97d05c18e4 (diff)
downloadSMAPI-86c60c971ae533321b6550f140af4f01351cb2e3.tar.gz
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SMAPI-86c60c971ae533321b6550f140af4f01351cb2e3.zip
merge SGame::UpdateEventCalls into Update
The method was misleadingly named (since only some of the events were in the method), and unnecessarily limited the possible flows.
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs501
1 files changed, 247 insertions, 254 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index f0450306..ed1ff647 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -257,8 +257,253 @@ namespace StardewModdingAPI.Framework
GameEvents.InvokeGameLoaded(this.Monitor);
}
- // update SMAPI events
- this.UpdateEventCalls();
+ // content locale changed event
+ if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
+ {
+ var oldValue = this.PreviousLocale;
+ var newValue = LocalizedContentManager.CurrentLanguageCode;
+
+ this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
+
+ if (oldValue != null)
+ ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
+ this.PreviousLocale = newValue;
+ }
+
+ // save loaded event
+ if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
+ {
+ if (this.AfterLoadTimer == 0)
+ {
+ this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+
+ SaveEvents.InvokeAfterLoad(this.Monitor);
+ PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
+ this.AfterLoadTimer--;
+ }
+
+ // before exit to title
+ if (Game1.exitToTitle)
+ this.IsExiting = true;
+
+ // after exit to title
+ if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
+ {
+ this.Monitor.Log("Context: returned to title", LogLevel.Trace);
+ SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
+ this.AfterLoadTimer = 5;
+ this.IsExiting = false;
+ }
+
+ // input events
+ {
+ // get latest state
+ this.KStateNow = Keyboard.GetState();
+ this.MStateNow = Mouse.GetState();
+ this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
+
+ // raise key pressed
+ foreach (var key in this.FramePressedKeys)
+ ControlEvents.InvokeKeyPressed(this.Monitor, key);
+
+ // raise key released
+ foreach (var key in this.FrameReleasedKeys)
+ ControlEvents.InvokeKeyReleased(this.Monitor, key);
+
+ // raise controller button pressed
+ for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
+ {
+ var buttons = this.GetFramePressedButtons(i);
+ foreach (var button in buttons)
+ {
+ if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+ ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
+ else
+ ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
+ }
+ }
+
+ // raise controller button released
+ for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
+ {
+ foreach (var button in this.GetFrameReleasedButtons(i))
+ {
+ if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+ ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
+ else
+ ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
+ }
+ }
+
+ // raise keyboard state changed
+ if (this.KStateNow != this.KStatePrior)
+ ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
+
+ // raise mouse state changed
+ if (this.MStateNow != this.MStatePrior)
+ {
+ ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
+ this.MStatePrior = this.MStateNow;
+ this.MPositionPrior = this.MPositionNow;
+ }
+ }
+
+ // menu events
+ if (Game1.activeClickableMenu != this.PreviousActiveMenu)
+ {
+ IClickableMenu previousMenu = this.PreviousActiveMenu;
+ IClickableMenu newMenu = Game1.activeClickableMenu;
+
+ // log context
+ if (this.VerboseLogging)
+ {
+ if (previousMenu == null)
+ this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
+ else if (newMenu == null)
+ this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
+ else
+ this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
+ }
+
+ // raise save events
+ // (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
+ if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
+ {
+ this.Monitor.Log("Context: before save.", LogLevel.Trace);
+ SaveEvents.InvokeBeforeSave(this.Monitor);
+ }
+ else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
+ {
+ this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ SaveEvents.InvokeAfterSave(this.Monitor);
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
+
+ // raise menu events
+ if (newMenu != null)
+ MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
+ else
+ MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
+
+ // update previous menu
+ // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
+ this.PreviousActiveMenu = newMenu;
+ }
+
+ // world & player events
+ if (this.IsWorldReady)
+ {
+ // raise location list changed
+ if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
+ {
+ LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
+ this.PreviousGameLocations = this.GetHash(Game1.locations);
+ }
+
+ // raise current location changed
+ if (Game1.currentLocation != this.PreviousGameLocation)
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
+ LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
+ this.PreviousGameLocation = Game1.currentLocation;
+ }
+
+ // raise player changed
+ if (Game1.player != this.PreviousFarmer)
+ {
+ PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
+ this.PreviousFarmer = Game1.player;
+ }
+
+ // raise player leveled up a skill
+ if (Game1.player.combatLevel != this.PreviousCombatLevel)
+ {
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
+ this.PreviousCombatLevel = Game1.player.combatLevel;
+ }
+ if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
+ {
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
+ this.PreviousFarmingLevel = Game1.player.farmingLevel;
+ }
+ if (Game1.player.fishingLevel != this.PreviousFishingLevel)
+ {
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
+ this.PreviousFishingLevel = Game1.player.fishingLevel;
+ }
+ if (Game1.player.foragingLevel != this.PreviousForagingLevel)
+ {
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
+ this.PreviousForagingLevel = Game1.player.foragingLevel;
+ }
+ if (Game1.player.miningLevel != this.PreviousMiningLevel)
+ {
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
+ this.PreviousMiningLevel = Game1.player.miningLevel;
+ }
+ if (Game1.player.luckLevel != this.PreviousLuckLevel)
+ {
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
+ this.PreviousLuckLevel = Game1.player.luckLevel;
+ }
+
+ // raise player inventory changed
+ ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
+ if (changedItems.Any())
+ {
+ PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
+ this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
+ }
+
+ // raise current location's object list changed
+ {
+ int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
+ if (objectHash != null && this.PreviousLocationObjects != objectHash)
+ {
+ LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
+ this.PreviousLocationObjects = objectHash.Value;
+ }
+ }
+
+ // raise time changed
+ if (Game1.timeOfDay != this.PreviousTime)
+ {
+ TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
+ this.PreviousTime = Game1.timeOfDay;
+ }
+ if (Game1.dayOfMonth != this.PreviousDay)
+ {
+ TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
+ this.PreviousDay = Game1.dayOfMonth;
+ }
+ if (Game1.currentSeason != this.PreviousSeason)
+ {
+ TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
+ this.PreviousSeason = Game1.currentSeason;
+ }
+ if (Game1.year != this.PreviousYear)
+ {
+ TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
+ this.PreviousYear = Game1.year;
+ }
+
+ // raise mine level changed
+ if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
+ {
+ MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
+ this.PreviousMineLevel = Game1.mine.mineLevel;
+ }
+ }
+
+ // raise game day transition event (obsolete)
+ if (Game1.newDay != this.PreviousIsNewDay)
+ {
+ TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
+ this.PreviousIsNewDay = Game1.newDay;
+ }
// let game update
try
@@ -1127,258 +1372,6 @@ namespace StardewModdingAPI.Framework
return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
- /// <summary>Detect changes since the last update ticket and trigger mod events.</summary>
- private void UpdateEventCalls()
- {
- // content locale changed event
- if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
- {
- var oldValue = this.PreviousLocale;
- var newValue = LocalizedContentManager.CurrentLanguageCode;
-
- this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
-
- if (oldValue != null)
- ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
- this.PreviousLocale = newValue;
- }
-
- // save loaded event
- if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
- {
- if (this.AfterLoadTimer == 0)
- {
- this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
-
- SaveEvents.InvokeAfterLoad(this.Monitor);
- PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
- TimeEvents.InvokeAfterDayStarted(this.Monitor);
- }
- this.AfterLoadTimer--;
- }
-
- // before exit to title
- if (Game1.exitToTitle)
- this.IsExiting = true;
-
- // after exit to title
- if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
- {
- this.Monitor.Log("Context: returned to title", LogLevel.Trace);
- SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
- this.AfterLoadTimer = 5;
- this.IsExiting = false;
- }
-
- // input events
- {
- // get latest state
- this.KStateNow = Keyboard.GetState();
- this.MStateNow = Mouse.GetState();
- this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
-
- // raise key pressed
- foreach (var key in this.FramePressedKeys)
- ControlEvents.InvokeKeyPressed(this.Monitor, key);
-
- // raise key released
- foreach (var key in this.FrameReleasedKeys)
- ControlEvents.InvokeKeyReleased(this.Monitor, key);
-
- // raise controller button pressed
- for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
- {
- var buttons = this.GetFramePressedButtons(i);
- foreach (var button in buttons)
- {
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
- else
- ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
- }
- }
-
- // raise controller button released
- for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
- {
- foreach (var button in this.GetFrameReleasedButtons(i))
- {
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
- else
- ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
- }
- }
-
- // raise keyboard state changed
- if (this.KStateNow != this.KStatePrior)
- ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
-
- // raise mouse state changed
- if (this.MStateNow != this.MStatePrior)
- {
- ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
- this.MStatePrior = this.MStateNow;
- this.MPositionPrior = this.MPositionNow;
- }
- }
-
- // menu events
- if (Game1.activeClickableMenu != this.PreviousActiveMenu)
- {
- IClickableMenu previousMenu = this.PreviousActiveMenu;
- IClickableMenu newMenu = Game1.activeClickableMenu;
-
- // log context
- if (this.VerboseLogging)
- {
- if (previousMenu == null)
- this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
- else if (newMenu == null)
- this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
- else
- this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
- }
-
- // raise save events
- // (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
- if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
- {
- this.Monitor.Log("Context: before save.", LogLevel.Trace);
- SaveEvents.InvokeBeforeSave(this.Monitor);
- }
- else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
- {
- this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
- SaveEvents.InvokeAfterSave(this.Monitor);
- TimeEvents.InvokeAfterDayStarted(this.Monitor);
- }
-
- // raise menu events
- if (newMenu != null)
- MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
- else
- MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
-
- // update previous menu
- // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
- this.PreviousActiveMenu = newMenu;
- }
-
- // world & player events
- if (this.IsWorldReady)
- {
- // raise location list changed
- if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
- {
- LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
- this.PreviousGameLocations = this.GetHash(Game1.locations);
- }
-
- // raise current location changed
- if (Game1.currentLocation != this.PreviousGameLocation)
- {
- if (this.VerboseLogging)
- this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
- LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
- this.PreviousGameLocation = Game1.currentLocation;
- }
-
- // raise player changed
- if (Game1.player != this.PreviousFarmer)
- {
- PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
- this.PreviousFarmer = Game1.player;
- }
-
- // raise player leveled up a skill
- if (Game1.player.combatLevel != this.PreviousCombatLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
- this.PreviousCombatLevel = Game1.player.combatLevel;
- }
- if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
- this.PreviousFarmingLevel = Game1.player.farmingLevel;
- }
- if (Game1.player.fishingLevel != this.PreviousFishingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
- this.PreviousFishingLevel = Game1.player.fishingLevel;
- }
- if (Game1.player.foragingLevel != this.PreviousForagingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
- this.PreviousForagingLevel = Game1.player.foragingLevel;
- }
- if (Game1.player.miningLevel != this.PreviousMiningLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
- this.PreviousMiningLevel = Game1.player.miningLevel;
- }
- if (Game1.player.luckLevel != this.PreviousLuckLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
- this.PreviousLuckLevel = Game1.player.luckLevel;
- }
-
- // raise player inventory changed
- ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
- if (changedItems.Any())
- {
- PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
- this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
- }
-
- // raise current location's object list changed
- {
- int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
- if (objectHash != null && this.PreviousLocationObjects != objectHash)
- {
- LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
- this.PreviousLocationObjects = objectHash.Value;
- }
- }
-
- // raise time changed
- if (Game1.timeOfDay != this.PreviousTime)
- {
- TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
- this.PreviousTime = Game1.timeOfDay;
- }
- if (Game1.dayOfMonth != this.PreviousDay)
- {
- TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
- this.PreviousDay = Game1.dayOfMonth;
- }
- if (Game1.currentSeason != this.PreviousSeason)
- {
- TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
- this.PreviousSeason = Game1.currentSeason;
- }
- if (Game1.year != this.PreviousYear)
- {
- TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
- this.PreviousYear = Game1.year;
- }
-
- // raise mine level changed
- if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
- {
- MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
- this.PreviousMineLevel = Game1.mine.mineLevel;
- }
- }
-
- // raise game day transition event (obsolete)
- if (Game1.newDay != this.PreviousIsNewDay)
- {
- TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
- this.PreviousIsNewDay = Game1.newDay;
- }
- }
-
/// <summary>Get the player inventory changes between two states.</summary>
/// <param name="current">The player's current inventory.</param>
/// <param name="previous">The player's previous inventory.</param>