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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
commit929dccb75a1405737975d76648e015a3e7c00177 (patch)
tree659fe16509327e694555db363caf7f47f326443b /src/SMAPI/Events/PlayerEvents.cs
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reorganise repo structure
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diff --git a/src/SMAPI/Events/PlayerEvents.cs b/src/SMAPI/Events/PlayerEvents.cs
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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using StardewModdingAPI.Framework;
+using StardewValley;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Events raised when the player data changes.</summary>
+ public static class PlayerEvents
+ {
+ /*********
+ ** 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;
+
+ /// <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;
+
+
+ /*********
+ ** Internal 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($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.InventoryChanged)}", PlayerEvents.InventoryChanged?.GetInvocationList(), null, new EventArgsInventoryChanged(inventory, changedItems.ToList()));
+ }
+
+ /// <summary>Rase a <see cref="LeveledUp"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="type">The player skill that leveled up.</param>
+ /// <param name="newLevel">The new skill level.</param>
+ internal static void InvokeLeveledUp(IMonitor monitor, EventArgsLevelUp.LevelType type, int newLevel)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LeveledUp)}", PlayerEvents.LeveledUp?.GetInvocationList(), null, new EventArgsLevelUp(type, newLevel));
+ }
+ }
+}