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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-06-15 21:34:46 -0400 |
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committer | GitHub <noreply@github.com> | 2020-06-15 21:34:46 -0400 |
commit | e759332135df95465ceefa74af6fb936d2cf71f1 (patch) | |
tree | 74a7626f14d0f737ddc19c45dda646885ea1cd49 /src/SMAPI/Framework/Events/ModGameLoopEvents.cs | |
parent | ff7b9a0251484bfb9737f9c6c05637f63efa9551 (diff) | |
parent | 02e7318d2b99d311a328746b23a359364575f0c5 (diff) | |
download | SMAPI-e759332135df95465ceefa74af6fb936d2cf71f1.tar.gz SMAPI-e759332135df95465ceefa74af6fb936d2cf71f1.tar.bz2 SMAPI-e759332135df95465ceefa74af6fb936d2cf71f1.zip |
Merge pull request #723 from spacechase0/event-priority
Implement event priority attribute
Diffstat (limited to 'src/SMAPI/Framework/Events/ModGameLoopEvents.cs')
-rw-r--r-- | src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index c15460fa..a0119bf8 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -12,84 +12,84 @@ namespace StardewModdingAPI.Framework.Events /// <summary>Raised after the game is launched, right before the first update tick.</summary> public event EventHandler<GameLaunchedEventArgs> GameLaunched { - add => this.EventManager.GameLaunched.Add(value); + 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> public event EventHandler<UpdateTickingEventArgs> UpdateTicking { - add => this.EventManager.UpdateTicking.Add(value); + 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> public event EventHandler<UpdateTickedEventArgs> UpdateTicked { - add => this.EventManager.UpdateTicked.Add(value); + 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> public event EventHandler<OneSecondUpdateTickingEventArgs> OneSecondUpdateTicking { - add => this.EventManager.OneSecondUpdateTicking.Add(value); + 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> public event EventHandler<OneSecondUpdateTickedEventArgs> OneSecondUpdateTicked { - add => this.EventManager.OneSecondUpdateTicked.Add(value); + 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> public event EventHandler<SaveCreatingEventArgs> SaveCreating { - add => this.EventManager.SaveCreating.Add(value); + 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> public event EventHandler<SaveCreatedEventArgs> SaveCreated { - add => this.EventManager.SaveCreated.Add(value); + 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> public event EventHandler<SavingEventArgs> Saving { - add => this.EventManager.Saving.Add(value); + 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> public event EventHandler<SavedEventArgs> Saved { - add => this.EventManager.Saved.Add(value); + 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> public event EventHandler<SaveLoadedEventArgs> SaveLoaded { - add => this.EventManager.SaveLoaded.Add(value); + 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> public event EventHandler<DayStartedEventArgs> DayStarted { - add => this.EventManager.DayStarted.Add(value); + 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> public event EventHandler<DayEndingEventArgs> DayEnding { - add => this.EventManager.DayEnding.Add(value); + add => this.EventManager.DayEnding.Add(value, this.Mod); remove => this.EventManager.DayEnding.Remove(value); } @@ -97,14 +97,14 @@ namespace StardewModdingAPI.Framework.Events public event EventHandler<TimeChangedEventArgs> TimeChanged { - add => this.EventManager.TimeChanged.Add(value); + 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> public event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle { - add => this.EventManager.ReturnedToTitle.Add(value); + add => this.EventManager.ReturnedToTitle.Add(value, this.Mod); remove => this.EventManager.ReturnedToTitle.Remove(value); } |