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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-06-15 21:34:46 -0400
committerGitHub <noreply@github.com>2020-06-15 21:34:46 -0400
commite759332135df95465ceefa74af6fb936d2cf71f1 (patch)
tree74a7626f14d0f737ddc19c45dda646885ea1cd49 /src/SMAPI/Framework/Events/ModGameLoopEvents.cs
parentff7b9a0251484bfb9737f9c6c05637f63efa9551 (diff)
parent02e7318d2b99d311a328746b23a359364575f0c5 (diff)
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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.cs28
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);
}