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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-10-08 18:57:09 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-10-08 18:57:09 -0400
commitec6025aad35addab8121a31d1c4abf667fd5210a (patch)
tree5f7ea2836180adc1f26e05110f8f28ab18b61e8e /src/SMAPI/Framework/Events
parent79705448f57c962e9331fb802097c24d2424476c (diff)
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add more events (#310)
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs80
-rw-r--r--src/SMAPI/Framework/Events/ModDisplayEvents.cs93
-rw-r--r--src/SMAPI/Framework/Events/ModEvents.cs12
-rw-r--r--src/SMAPI/Framework/Events/ModGameLoopEvents.cs15
-rw-r--r--src/SMAPI/Framework/Events/ModPlayerEvents.cs43
-rw-r--r--src/SMAPI/Framework/Events/ModSpecialisedEvents.cs36
6 files changed, 279 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index 616db7d9..31b0346a 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -12,6 +12,39 @@ namespace StardewModdingAPI.Framework.Events
** Events (new)
*********/
/****
+ ** Display
+ ****/
+ /// <summary>Raised after a game menu is opened, closed, or replaced.</summary>
+ public readonly ManagedEvent<MenuChangedEventArgs> MenuChanged;
+
+ /// <summary>Raised before the game draws anything to the screen in a draw tick, as soon as the sprite batch is opened. The sprite batch may be closed and reopened multiple times after this event is called, but it's only raised once per draw tick. This event isn't useful for drawing to the screen, since the game will draw over it.</summary>
+ public readonly ManagedEvent<RenderingEventArgs> Rendering;
+
+ /// <summary>Raised after the game draws to the sprite patch in a draw tick, just before the final sprite batch is rendered to the screen. Since the game may open/close the sprite batch multiple times in a draw tick, the sprite batch may not contain everything being drawn and some things may already be rendered to the screen. Content drawn to the sprite batch at this point will be drawn over all vanilla content (including menus, HUD, and cursor).</summary>
+ public readonly ManagedEvent<RenderedEventArgs> Rendered;
+
+ /// <summary>Raised before the game world is drawn to the screen.</summary>
+ public readonly ManagedEvent<RenderingWorldEventArgs> RenderingWorld;
+
+ /// <summary>Raised after the game world is drawn to the sprite patch, before it's rendered to the screen.</summary>
+ public readonly ManagedEvent<RenderedWorldEventArgs> RenderedWorld;
+
+ /// <summary>When a menu is open (<see cref="StardewValley.Game1.activeClickableMenu"/> isn't null), raised before that menu is drawn to the screen.</summary>
+ public readonly ManagedEvent<RenderingActiveMenuEventArgs> RenderingActiveMenu;
+
+ /// <summary>When a menu is open (<see cref="StardewValley.Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen.</summary>
+ public readonly ManagedEvent<RenderedActiveMenuEventArgs> RenderedActiveMenu;
+
+ /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen.</summary>
+ public readonly ManagedEvent<RenderingHudEventArgs> RenderingHud;
+
+ /// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the sprite batch, but before it's rendered to the screen.</summary>
+ public readonly ManagedEvent<RenderedHudEventArgs> RenderedHud;
+
+ /// <summary>Raised after the game window is resized.</summary>
+ public readonly ManagedEvent<WindowResizedEventArgs> WindowResized;
+
+ /****
** Game loop
****/
/// <summary>Raised after the game is launched, right before the first update tick.</summary>
@@ -44,6 +77,12 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="Saving"/>.</summary>
public readonly ManagedEvent<DayEndingEventArgs> DayEnding;
+ /// <summary>Raised after the in-game clock time changes.</summary>
+ public readonly ManagedEvent<TimeChangedEventArgs> TimeChanged;
+
+ /// <summary>Raised after the game returns to the title screen.</summary>
+ public readonly ManagedEvent<ReturnedToTitleEventArgs> ReturnedToTitle;
+
/****
** Input
****/
@@ -60,6 +99,18 @@ namespace StardewModdingAPI.Framework.Events
public readonly ManagedEvent<MouseWheelScrolledEventArgs> MouseWheelScrolled;
/****
+ ** Player
+ ****/
+ /// <summary>Raised after items are added or removed to a player's inventory.</summary>
+ public readonly ManagedEvent<InventoryChangedEventArgs> InventoryChanged;
+
+ /// <summary>Raised after a player skill level changes. 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<LevelChangedEventArgs> LevelChanged;
+
+ /// <summary>Raised after a player warps to a new location.</summary>
+ public readonly ManagedEvent<WarpedEventArgs> Warped;
+
+ /****
** World
****/
/// <summary>Raised after a game location is added or removed.</summary>
@@ -83,6 +134,15 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public readonly ManagedEvent<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
+ /****
+ ** Specialised
+ ****/
+ /// <summary>Raised before the game performs its overall update tick (≈60 times per second). See notes on <see cref="ISpecialisedEvents.UnvalidatedUpdateTicking"/>.</summary>
+ public readonly ManagedEvent<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking;
+
+ /// <summary>Raised after the game performs its overall update tick (≈60 times per second). See notes on <see cref="ISpecialisedEvents.UnvalidatedUpdateTicked"/>.</summary>
+ public readonly ManagedEvent<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked;
+
/*********
** Events (old)
@@ -285,6 +345,17 @@ namespace StardewModdingAPI.Framework.Events
ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry);
// init events (new)
+ this.MenuChanged = ManageEventOf<MenuChangedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.MenuChanged));
+ this.Rendering = ManageEventOf<RenderingEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendering));
+ this.Rendered = ManageEventOf<RenderedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendered));
+ this.RenderingWorld = ManageEventOf<RenderingWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingWorld));
+ this.RenderedWorld = ManageEventOf<RenderedWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedWorld));
+ this.RenderingActiveMenu = ManageEventOf<RenderingActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingActiveMenu));
+ this.RenderedActiveMenu = ManageEventOf<RenderedActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedActiveMenu));
+ this.RenderingHud = ManageEventOf<RenderingHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingHud));
+ this.RenderedHud = ManageEventOf<RenderedHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedHud));
+ this.WindowResized = ManageEventOf<WindowResizedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.WindowResized));
+
this.GameLaunched = ManageEventOf<GameLaunchedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.GameLaunched));
this.UpdateTicking = ManageEventOf<UpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicking));
this.UpdateTicked = ManageEventOf<UpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicked));
@@ -295,12 +366,18 @@ namespace StardewModdingAPI.Framework.Events
this.SaveLoaded = ManageEventOf<SaveLoadedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.SaveLoaded));
this.DayStarted = ManageEventOf<DayStartedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.DayStarted));
this.DayEnding = ManageEventOf<DayEndingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.DayEnding));
+ this.TimeChanged = ManageEventOf<TimeChangedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.TimeChanged));
+ this.ReturnedToTitle = ManageEventOf<ReturnedToTitleEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.ReturnedToTitle));
this.ButtonPressed = ManageEventOf<ButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed));
this.ButtonReleased = ManageEventOf<ButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased));
this.CursorMoved = ManageEventOf<CursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved));
this.MouseWheelScrolled = ManageEventOf<MouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled));
+ this.InventoryChanged = ManageEventOf<InventoryChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.InventoryChanged));
+ this.LevelChanged = ManageEventOf<LevelChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.LevelChanged));
+ this.Warped = ManageEventOf<WarpedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.Warped));
+
this.BuildingListChanged = ManageEventOf<BuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged));
this.DebrisListChanged = ManageEventOf<DebrisListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged));
this.LargeTerrainFeatureListChanged = ManageEventOf<LargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged));
@@ -309,6 +386,9 @@ namespace StardewModdingAPI.Framework.Events
this.ObjectListChanged = ManageEventOf<ObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
this.TerrainFeatureListChanged = ManageEventOf<TerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged));
+ this.UnvalidatedUpdateTicking = ManageEventOf<UnvalidatedUpdateTickingEventArgs>(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.UnvalidatedUpdateTicking));
+ this.UnvalidatedUpdateTicked = ManageEventOf<UnvalidatedUpdateTickedEventArgs>(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.UnvalidatedUpdateTicked));
+
// init events (old)
this.Legacy_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged));
diff --git a/src/SMAPI/Framework/Events/ModDisplayEvents.cs b/src/SMAPI/Framework/Events/ModDisplayEvents.cs
new file mode 100644
index 00000000..e383eec6
--- /dev/null
+++ b/src/SMAPI/Framework/Events/ModDisplayEvents.cs
@@ -0,0 +1,93 @@
+using System;
+using StardewModdingAPI.Events;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.Events
+{
+ /// <summary>Events related to UI and drawing to the screen.</summary>
+ internal class ModDisplayEvents : ModEventsBase, IDisplayEvents
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Raised after a game menu is opened, closed, or replaced.</summary>
+ public event EventHandler<MenuChangedEventArgs> MenuChanged
+ {
+ add => this.EventManager.MenuChanged.Add(value);
+ remove => this.EventManager.MenuChanged.Remove(value);
+ }
+
+ /// <summary>Raised before the game draws anything to the screen in a draw tick, as soon as the sprite batch is opened. The sprite batch may be closed and reopened multiple times after this event is called, but it's only raised once per draw tick. This event isn't useful for drawing to the screen, since the game will draw over it.</summary>
+ public event EventHandler<RenderingEventArgs> Rendering
+ {
+ add => this.EventManager.Rendering.Add(value);
+ remove => this.EventManager.Rendering.Remove(value);
+ }
+
+ /// <summary>Raised after the game draws to the sprite patch in a draw tick, just before the final sprite batch is rendered to the screen. Since the game may open/close the sprite batch multiple times in a draw tick, the sprite batch may not contain everything being drawn and some things may already be rendered to the screen. Content drawn to the sprite batch at this point will be drawn over all vanilla content (including menus, HUD, and cursor).</summary>
+ public event EventHandler<RenderedEventArgs> Rendered
+ {
+ add => this.EventManager.Rendered.Add(value);
+ remove => this.EventManager.Rendered.Remove(value);
+ }
+
+ /// <summary>Raised before the game world is drawn to the screen. This event isn't useful for drawing to the screen, since the game will draw over it.</summary>
+ public event EventHandler<RenderingWorldEventArgs> RenderingWorld
+ {
+ add => this.EventManager.RenderingWorld.Add(value);
+ remove => this.EventManager.RenderingWorld.Remove(value);
+ }
+
+ /// <summary>Raised after the game world is drawn to the sprite patch, before it's rendered to the screen. Content drawn to the sprite batch at this point will be drawn over the world, but under any active menu, HUD elements, or cursor.</summary>
+ public event EventHandler<RenderedWorldEventArgs> RenderedWorld
+ {
+ add => this.EventManager.RenderedWorld.Add(value);
+ remove => this.EventManager.RenderedWorld.Remove(value);
+ }
+
+ /// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised before that menu is drawn to the screen. This includes the game's internal menus like the title screen. Content drawn to the sprite batch at this point will appear under the menu.</summary>
+ public event EventHandler<RenderingActiveMenuEventArgs> RenderingActiveMenu
+ {
+ add => this.EventManager.RenderingActiveMenu.Add(value);
+ remove => this.EventManager.RenderingActiveMenu.Remove(value);
+ }
+
+ /// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen. Content drawn to the sprite batch at this point will appear over the menu and menu cursor.</summary>
+ public event EventHandler<RenderedActiveMenuEventArgs> RenderedActiveMenu
+ {
+ add => this.EventManager.RenderedActiveMenu.Add(value);
+ remove => this.EventManager.RenderedActiveMenu.Remove(value);
+ }
+
+ /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open). Content drawn to the sprite batch at this point will appear under the HUD.</summary>
+ public event EventHandler<RenderingHudEventArgs> RenderingHud
+ {
+ add => this.EventManager.RenderingHud.Add(value);
+ remove => this.EventManager.RenderingHud.Remove(value);
+ }
+
+ /// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the sprite batch, but before it's rendered to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open). Content drawn to the sprite batch at this point will appear over the HUD.</summary>
+ public event EventHandler<RenderedHudEventArgs> RenderedHud
+ {
+ add => this.EventManager.RenderedHud.Add(value);
+ remove => this.EventManager.RenderedHud.Remove(value);
+ }
+
+ /// <summary>Raised after the game window is resized.</summary>
+ public event EventHandler<WindowResizedEventArgs> WindowResized
+ {
+ add => this.EventManager.WindowResized.Add(value);
+ remove => this.EventManager.WindowResized.Remove(value);
+ }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="mod">The mod which uses this instance.</param>
+ /// <param name="eventManager">The underlying event manager.</param>
+ internal ModDisplayEvents(IModMetadata mod, EventManager eventManager)
+ : base(mod, eventManager) { }
+ }
+}
diff --git a/src/SMAPI/Framework/Events/ModEvents.cs b/src/SMAPI/Framework/Events/ModEvents.cs
index 9e474457..7a318e8b 100644
--- a/src/SMAPI/Framework/Events/ModEvents.cs
+++ b/src/SMAPI/Framework/Events/ModEvents.cs
@@ -8,15 +8,24 @@ namespace StardewModdingAPI.Framework.Events
/*********
** Accessors
*********/
+ /// <summary>Events related to UI and drawing to the screen.</summary>
+ public IDisplayEvents Display { get; }
+
/// <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="IModEvents.Input"/> if possible.</summary>
public IGameLoopEvents GameLoop { get; }
/// <summary>Events raised when the player provides input using a controller, keyboard, or mouse.</summary>
public IInputEvents Input { get; }
+ /// <summary>Events raised when the player data changes.</summary>
+ public IPlayerEvents Player { get; }
+
/// <summary>Events raised when something changes in the world.</summary>
public IWorldEvents World { get; }
+ /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
+ public ISpecialisedEvents Specialised { get; }
+
/*********
** Public methods
@@ -26,9 +35,12 @@ namespace StardewModdingAPI.Framework.Events
/// <param name="eventManager">The underlying event manager.</param>
public ModEvents(IModMetadata mod, EventManager eventManager)
{
+ this.Display = new ModDisplayEvents(mod, eventManager);
this.GameLoop = new ModGameLoopEvents(mod, eventManager);
this.Input = new ModInputEvents(mod, eventManager);
+ this.Player = new ModPlayerEvents(mod, eventManager);
this.World = new ModWorldEvents(mod, eventManager);
+ this.Specialised = new ModSpecialisedEvents(mod, eventManager);
}
}
}
diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs
index d1def91b..a5beac99 100644
--- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs
+++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs
@@ -79,6 +79,21 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.DayEnding.Remove(value);
}
+ /// <summary>Raised after the in-game clock time changes.</summary>
+ public event EventHandler<TimeChangedEventArgs> TimeChanged
+ {
+
+ add => this.EventManager.TimeChanged.Add(value);
+ 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);
+ remove => this.EventManager.ReturnedToTitle.Remove(value);
+ }
+
/*********
** Public methods
diff --git a/src/SMAPI/Framework/Events/ModPlayerEvents.cs b/src/SMAPI/Framework/Events/ModPlayerEvents.cs
new file mode 100644
index 00000000..ca7cfd96
--- /dev/null
+++ b/src/SMAPI/Framework/Events/ModPlayerEvents.cs
@@ -0,0 +1,43 @@
+using System;
+using StardewModdingAPI.Events;
+
+namespace StardewModdingAPI.Framework.Events
+{
+ /// <summary>Events raised when the player data changes.</summary>
+ internal class ModPlayerEvents : ModEventsBase, IPlayerEvents
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Raised after items are added or removed to a player's inventory. NOTE: this event is currently only raised for the local player.</summary>
+ public event EventHandler<InventoryChangedEventArgs> InventoryChanged
+ {
+ add => this.EventManager.InventoryChanged.Add(value);
+ remove => this.EventManager.InventoryChanged.Remove(value);
+ }
+
+ /// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. NOTE: this event is currently only raised for the local player.</summary>
+ public event EventHandler<LevelChangedEventArgs> LevelChanged
+ {
+ add => this.EventManager.LevelChanged.Add(value);
+ remove => this.EventManager.LevelChanged.Remove(value);
+ }
+
+ /// <summary>Raised after a player warps to a new location. NOTE: this event is currently only raised for the local player.</summary>
+ public event EventHandler<WarpedEventArgs> Warped
+ {
+ add => this.EventManager.Warped.Add(value);
+ remove => this.EventManager.Warped.Remove(value);
+ }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="mod">The mod which uses this instance.</param>
+ /// <param name="eventManager">The underlying event manager.</param>
+ internal ModPlayerEvents(IModMetadata mod, EventManager eventManager)
+ : base(mod, eventManager) { }
+ }
+}
diff --git a/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs
new file mode 100644
index 00000000..17c32bb8
--- /dev/null
+++ b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs
@@ -0,0 +1,36 @@
+using System;
+using StardewModdingAPI.Events;
+
+namespace StardewModdingAPI.Framework.Events
+{
+ /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
+ internal class ModSpecialisedEvents : ModEventsBase, ISpecialisedEvents
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Raised before the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
+ public event EventHandler<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking
+ {
+ add => this.EventManager.UnvalidatedUpdateTicking.Add(value);
+ remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value);
+ }
+
+ /// <summary>Raised after the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
+ public event EventHandler<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked
+ {
+ add => this.EventManager.UnvalidatedUpdateTicked.Add(value);
+ remove => this.EventManager.UnvalidatedUpdateTicked.Remove(value);
+ }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="mod">The mod which uses this instance.</param>
+ /// <param name="eventManager">The underlying event manager.</param>
+ internal ModSpecialisedEvents(IModMetadata mod, EventManager eventManager)
+ : base(mod, eventManager) { }
+ }
+}