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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-02-24 17:54:31 -0500
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-02-24 17:54:31 -0500
commit414cf5c197b5b59776d3dda914eb15710efb0868 (patch)
tree0393a95194ad78cf4440c68657b0488b7db6d68b /src/SMAPI/Events/PlayerEvents.cs
parent5da8b707385b9851ff3f6442de58519125f5c96f (diff)
parentf2e8450706d1971d774f870081deffdb0c6b92eb (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Events/PlayerEvents.cs')
-rw-r--r--src/SMAPI/Events/PlayerEvents.cs45
1 files changed, 23 insertions, 22 deletions
diff --git a/src/SMAPI/Events/PlayerEvents.cs b/src/SMAPI/Events/PlayerEvents.cs
index 5a9a9d5f..84a7ff63 100644
--- a/src/SMAPI/Events/PlayerEvents.cs
+++ b/src/SMAPI/Events/PlayerEvents.cs
@@ -1,8 +1,5 @@
using System;
-using System.Collections.Generic;
-using System.Linq;
-using StardewModdingAPI.Framework;
-using StardewValley;
+using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
@@ -10,34 +7,38 @@ namespace StardewModdingAPI.Events
public static class PlayerEvents
{
/*********
+ ** Properties
+ *********/
+ /// <summary>The core event manager.</summary>
+ private static EventManager EventManager;
+
+
+ /*********
** Events
*********/
/// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary>
- public static event EventHandler<EventArgsInventoryChanged> InventoryChanged;
+ public static event EventHandler<EventArgsInventoryChanged> InventoryChanged
+ {
+ add => PlayerEvents.EventManager.Player_InventoryChanged.Add(value);
+ remove => PlayerEvents.EventManager.Player_InventoryChanged.Remove(value);
+ }
/// <summary> Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary>
- public static event EventHandler<EventArgsLevelUp> LeveledUp;
+ public static event EventHandler<EventArgsLevelUp> LeveledUp
+ {
+ add => PlayerEvents.EventManager.Player_LeveledUp.Add(value);
+ remove => PlayerEvents.EventManager.Player_LeveledUp.Remove(value);
+ }
/*********
- ** Internal methods
+ ** Public methods
*********/
- /// <summary>Raise an <see cref="InventoryChanged"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="inventory">The player's inventory.</param>
- /// <param name="changedItems">The inventory changes.</param>
- internal static void InvokeInventoryChanged(IMonitor monitor, List<Item> inventory, IEnumerable<ItemStackChange> changedItems)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.InventoryChanged)}", PlayerEvents.InventoryChanged?.GetInvocationList(), null, new EventArgsInventoryChanged(inventory, changedItems.ToList()));
- }
-
- /// <summary>Rase a <see cref="LeveledUp"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="type">The player skill that leveled up.</param>
- /// <param name="newLevel">The new skill level.</param>
- internal static void InvokeLeveledUp(IMonitor monitor, EventArgsLevelUp.LevelType type, int newLevel)
+ /// <summary>Initialise the events.</summary>
+ /// <param name="eventManager">The core event manager.</param>
+ internal static void Init(EventManager eventManager)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LeveledUp)}", PlayerEvents.LeveledUp?.GetInvocationList(), null, new EventArgsLevelUp(type, newLevel));
+ PlayerEvents.EventManager = eventManager;
}
}
}