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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-05-05 01:31:06 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-05-05 01:31:06 -0400
commitb8fd3aedfe884741bdda8c68398427f875585456 (patch)
tree12b6395923c930fa3155d4be2f38b1aa6e660217 /src/SMAPI/Framework/Events
parenta65a49a62201cc897e73c265a0a808ef0baad002 (diff)
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rewrite location events for multiplayer
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index 9030ba97..84036127 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -108,17 +108,13 @@ namespace StardewModdingAPI.Framework.Events
/****
** LocationEvents
****/
- /// <summary>Raised after the player warps to a new location.</summary>
- public readonly ManagedEvent<EventArgsCurrentLocationChanged> Location_CurrentLocationChanged;
-
/// <summary>Raised after a game location is added or removed.</summary>
- public readonly ManagedEvent<EventArgsGameLocationsChanged> Location_LocationsChanged;
+ public readonly ManagedEvent<EventArgsLocationsChanged> Location_LocationsChanged;
- /// <summary>Raised after the list of objects in the current location changes (e.g. an object is added or removed).</summary>
- [Obsolete]
- public readonly ManagedEvent<EventArgsLocationObjectsChanged> Location_LocationObjectsChanged;
+ /// <summary>Raised after buildings are added or removed in a location.</summary>
+ public readonly ManagedEvent<EventArgsLocationBuildingsChanged> Location_BuildingsChanged;
- /// <summary>Raised after the list of objects in a location changes (e.g. an object is added or removed).</summary>
+ /// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<EventArgsLocationObjectsChanged> Location_ObjectsChanged;
/****
@@ -160,6 +156,10 @@ namespace StardewModdingAPI.Framework.Events
/// <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 readonly ManagedEvent<EventArgsLevelUp> Player_LeveledUp;
+ /// <summary>Raised after the player warps to a new location.</summary>
+ public readonly ManagedEvent<EventArgsPlayerWarped> Player_Warped;
+
+
/****
** SaveEvents
****/
@@ -241,9 +241,8 @@ namespace StardewModdingAPI.Framework.Events
this.Input_ButtonPressed = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonPressed));
this.Input_ButtonReleased = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonReleased));
- this.Location_CurrentLocationChanged = ManageEventOf<EventArgsCurrentLocationChanged>(nameof(LocationEvents), nameof(LocationEvents.CurrentLocationChanged));
- this.Location_LocationsChanged = ManageEventOf<EventArgsGameLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged));
- this.Location_LocationObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationObjectsChanged));
+ this.Location_LocationsChanged = ManageEventOf<EventArgsLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged));
+ this.Location_BuildingsChanged = ManageEventOf<EventArgsLocationBuildingsChanged>(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged));
this.Location_ObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged));
this.Menu_Changed = ManageEventOf<EventArgsClickableMenuChanged>(nameof(MenuEvents), nameof(MenuEvents.MenuChanged));
@@ -258,6 +257,7 @@ namespace StardewModdingAPI.Framework.Events
this.Player_InventoryChanged = ManageEventOf<EventArgsInventoryChanged>(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged));
this.Player_LeveledUp = ManageEventOf<EventArgsLevelUp>(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp));
+ this.Player_Warped = ManageEventOf<EventArgsPlayerWarped>(nameof(PlayerEvents), nameof(PlayerEvents.Warped));
this.Save_BeforeCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate));
this.Save_AfterCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate));