diff options
Diffstat (limited to 'src/StardewModdingAPI/Events/PlayerEvents.cs')
-rw-r--r-- | src/StardewModdingAPI/Events/PlayerEvents.cs | 46 |
1 files changed, 36 insertions, 10 deletions
diff --git a/src/StardewModdingAPI/Events/PlayerEvents.cs b/src/StardewModdingAPI/Events/PlayerEvents.cs index 910f3c96..71b43e71 100644 --- a/src/StardewModdingAPI/Events/PlayerEvents.cs +++ b/src/StardewModdingAPI/Events/PlayerEvents.cs @@ -5,31 +5,57 @@ using StardewValley; namespace StardewModdingAPI.Events { + /// <summary>Events raised when the player data changes.</summary> public static class PlayerEvents { + /********* + ** Events + *********/ + /// <summary>Raised after the player loads a saved game.</summary> + public static event EventHandler<EventArgsLoadedGameChanged> LoadedGame = delegate { }; + + /// <summary>Raised after the game assigns a new player character. This happens just before <see cref="LoadedGame"/>; it's unclear how this would happen any other time.</summary> public static event EventHandler<EventArgsFarmerChanged> FarmerChanged = delegate { }; + + /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> public static event EventHandler<EventArgsInventoryChanged> InventoryChanged = delegate { }; + + /// <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 static event EventHandler<EventArgsLevelUp> LeveledUp = delegate { }; - public static event EventHandler<EventArgsLoadedGameChanged> LoadedGame = delegate { }; - internal static void InvokeFarmerChanged(Farmer priorFarmer, Farmer newFarmer) + + /********* + ** Internal methods + *********/ + /// <summary>Raise a <see cref="LoadedGame"/> event.</summary> + /// <param name="loaded">Whether the save has been loaded. This is always true.</param> + internal static void InvokeLoadedGame(EventArgsLoadedGameChanged loaded) { - FarmerChanged.Invoke(null, new EventArgsFarmerChanged(priorFarmer, newFarmer)); + PlayerEvents.LoadedGame.Invoke(null, loaded); } - internal static void InvokeInventoryChanged(List<Item> inventory, List<ItemStackChange> changedItems) + /// <summary>Raise a <see cref="FarmerChanged"/> event.</summary> + /// <param name="priorFarmer">The previous player character.</param> + /// <param name="newFarmer">The new player character.</param> + internal static void InvokeFarmerChanged(Farmer priorFarmer, Farmer newFarmer) { - InventoryChanged.Invoke(null, new EventArgsInventoryChanged(inventory, changedItems)); + PlayerEvents.FarmerChanged.Invoke(null, new EventArgsFarmerChanged(priorFarmer, newFarmer)); } - internal static void InvokeLeveledUp(EventArgsLevelUp.LevelType type, int newLevel) + /// <summary>Raise an <see cref="InventoryChanged"/> event.</summary> + /// <param name="inventory">The player's inventory.</param> + /// <param name="changedItems">The inventory changes.</param> + internal static void InvokeInventoryChanged(List<Item> inventory, List<ItemStackChange> changedItems) { - LeveledUp.Invoke(null, new EventArgsLevelUp(type, newLevel)); + PlayerEvents.InventoryChanged.Invoke(null, new EventArgsInventoryChanged(inventory, changedItems)); } - internal static void InvokeLoadedGame(EventArgsLoadedGameChanged loaded) + /// <summary>Rase a <see cref="LeveledUp"/> event.</summary> + /// <param name="type">The player skill that leveled up.</param> + /// <param name="newLevel">The new skill level.</param> + internal static void InvokeLeveledUp(EventArgsLevelUp.LevelType type, int newLevel) { - LoadedGame.Invoke(null, loaded); + PlayerEvents.LeveledUp.Invoke(null, new EventArgsLevelUp(type, newLevel)); } } -}
\ No newline at end of file +} |