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Diffstat (limited to 'src/StardewModdingAPI/Events/TimeEvents.cs')
-rw-r--r--src/StardewModdingAPI/Events/TimeEvents.cs10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/StardewModdingAPI/Events/TimeEvents.cs b/src/StardewModdingAPI/Events/TimeEvents.cs
index 1b367230..dedd7e77 100644
--- a/src/StardewModdingAPI/Events/TimeEvents.cs
+++ b/src/StardewModdingAPI/Events/TimeEvents.cs
@@ -22,6 +22,7 @@ namespace StardewModdingAPI.Events
public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged;
/// <summary>Raised when the player is transitioning to a new day and the game is performing its day update logic. This event is triggered twice: once after the game starts transitioning, and again after it finishes.</summary>
+ [Obsolete("Use " + nameof(TimeEvents) + "." + nameof(DayOfMonthChanged) + " or " + nameof(SaveEvents) + " instead")]
public static event EventHandler<EventArgsNewDay> OnNewDay;
@@ -71,7 +72,14 @@ namespace StardewModdingAPI.Events
/// <param name="isTransitioning">Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</param>
internal static void InvokeOnNewDay(IMonitor monitor, int priorDay, int newDay, bool isTransitioning)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}", TimeEvents.OnNewDay?.GetInvocationList(), null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
+ if (TimeEvents.OnNewDay == null)
+ return;
+
+ string name = $"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}";
+ Delegate[] handlers = TimeEvents.OnNewDay.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
}
}
}