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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-03-22 20:46:21 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-03-22 20:46:21 -0400 |
commit | d3fbdf484a4d90365a55fb5058d75a8623f17d0f (patch) | |
tree | c4ada80c72916195398b315457c7310f0ed6dc8f /src/SMAPI/Framework/Events/ModGameLoopEvents.cs | |
parent | a42926868ae5878ed59d6406ca085b587299ba07 (diff) | |
download | SMAPI-d3fbdf484a4d90365a55fb5058d75a8623f17d0f.tar.gz SMAPI-d3fbdf484a4d90365a55fb5058d75a8623f17d0f.tar.bz2 SMAPI-d3fbdf484a4d90365a55fb5058d75a8623f17d0f.zip |
reduce duplicated doc blocks
Diffstat (limited to 'src/SMAPI/Framework/Events/ModGameLoopEvents.cs')
-rw-r--r-- | src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index 1150d641..5f0db369 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -3,104 +3,104 @@ using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { - /// <summary>Events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These can be useful, but you should consider more semantic events like <see cref="IInputEvents"/> if possible.</summary> + /// <inheritdoc cref="IGameLoopEvents" /> internal class ModGameLoopEvents : ModEventsBase, IGameLoopEvents { /********* ** Accessors *********/ - /// <summary>Raised after the game is launched, right before the first update tick.</summary> + /// <inheritdoc /> public event EventHandler<GameLaunchedEventArgs> GameLaunched { add => this.EventManager.GameLaunched.Add(value, this.Mod); remove => this.EventManager.GameLaunched.Remove(value); } - /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> + /// <inheritdoc /> public event EventHandler<UpdateTickingEventArgs> UpdateTicking { add => this.EventManager.UpdateTicking.Add(value, this.Mod); remove => this.EventManager.UpdateTicking.Remove(value); } - /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> + /// <inheritdoc /> public event EventHandler<UpdateTickedEventArgs> UpdateTicked { add => this.EventManager.UpdateTicked.Add(value, this.Mod); remove => this.EventManager.UpdateTicked.Remove(value); } - /// <summary>Raised once per second before the game state is updated.</summary> + /// <inheritdoc /> public event EventHandler<OneSecondUpdateTickingEventArgs> OneSecondUpdateTicking { add => this.EventManager.OneSecondUpdateTicking.Add(value, this.Mod); remove => this.EventManager.OneSecondUpdateTicking.Remove(value); } - /// <summary>Raised once per second after the game state is updated.</summary> + /// <inheritdoc /> public event EventHandler<OneSecondUpdateTickedEventArgs> OneSecondUpdateTicked { add => this.EventManager.OneSecondUpdateTicked.Add(value, this.Mod); remove => this.EventManager.OneSecondUpdateTicked.Remove(value); } - /// <summary>Raised before the game creates a new save file.</summary> + /// <inheritdoc /> public event EventHandler<SaveCreatingEventArgs> SaveCreating { add => this.EventManager.SaveCreating.Add(value, this.Mod); remove => this.EventManager.SaveCreating.Remove(value); } - /// <summary>Raised after the game finishes creating the save file.</summary> + /// <inheritdoc /> public event EventHandler<SaveCreatedEventArgs> SaveCreated { add => this.EventManager.SaveCreated.Add(value, this.Mod); remove => this.EventManager.SaveCreated.Remove(value); } - /// <summary>Raised before the game begins writes data to the save file.</summary> + /// <inheritdoc /> public event EventHandler<SavingEventArgs> Saving { add => this.EventManager.Saving.Add(value, this.Mod); remove => this.EventManager.Saving.Remove(value); } - /// <summary>Raised after the game finishes writing data to the save file.</summary> + /// <inheritdoc /> public event EventHandler<SavedEventArgs> Saved { add => this.EventManager.Saved.Add(value, this.Mod); remove => this.EventManager.Saved.Remove(value); } - /// <summary>Raised after the player loads a save slot and the world is initialized.</summary> + /// <inheritdoc /> public event EventHandler<SaveLoadedEventArgs> SaveLoaded { add => this.EventManager.SaveLoaded.Add(value, this.Mod); remove => this.EventManager.SaveLoaded.Remove(value); } - /// <summary>Raised after the game begins a new day (including when the player loads a save).</summary> + /// <inheritdoc /> public event EventHandler<DayStartedEventArgs> DayStarted { add => this.EventManager.DayStarted.Add(value, this.Mod); remove => this.EventManager.DayStarted.Remove(value); } - /// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="IGameLoopEvents.Saving"/>.</summary> + /// <inheritdoc /> public event EventHandler<DayEndingEventArgs> DayEnding { add => this.EventManager.DayEnding.Add(value, this.Mod); remove => this.EventManager.DayEnding.Remove(value); } - /// <summary>Raised after the in-game clock time changes.</summary> + /// <inheritdoc /> public event EventHandler<TimeChangedEventArgs> TimeChanged { add => this.EventManager.TimeChanged.Add(value, this.Mod); remove => this.EventManager.TimeChanged.Remove(value); } - /// <summary>Raised after the game returns to the title screen.</summary> + /// <inheritdoc /> public event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle { add => this.EventManager.ReturnedToTitle.Add(value, this.Mod); |