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-rw-r--r--src/SMAPI/Framework/Events/ModEvents.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/SMAPI/Framework/Events/ModEvents.cs b/src/SMAPI/Framework/Events/ModEvents.cs
index 1d1c92c6..0c365d42 100644
--- a/src/SMAPI/Framework/Events/ModEvents.cs
+++ b/src/SMAPI/Framework/Events/ModEvents.cs
@@ -2,31 +2,31 @@ using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
- /// <summary>Manages access to events raised by SMAPI.</summary>
+ /// <inheritdoc />
internal class ModEvents : IModEvents
{
/*********
** Accessors
*********/
- /// <summary>Events related to UI and drawing to the screen.</summary>
+ /// <inheritdoc />
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>
+ /// <inheritdoc />
public IGameLoopEvents GameLoop { get; }
- /// <summary>Events raised when the player provides input using a controller, keyboard, or mouse.</summary>
+ /// <inheritdoc />
public IInputEvents Input { get; }
- /// <summary>Events raised for multiplayer messages and connections.</summary>
+ /// <inheritdoc />
public IMultiplayerEvents Multiplayer { get; }
- /// <summary>Events raised when the player data changes.</summary>
+ /// <inheritdoc />
public IPlayerEvents Player { get; }
- /// <summary>Events raised when something changes in the world.</summary>
+ /// <inheritdoc />
public IWorldEvents World { get; }
- /// <summary>Events serving specialized edge cases that shouldn't be used by most mods.</summary>
+ /// <inheritdoc />
public ISpecializedEvents Specialized { get; }