diff options
Diffstat (limited to 'src/StardewModdingAPI/Events/TimeEvents.cs')
-rw-r--r-- | src/StardewModdingAPI/Events/TimeEvents.cs | 57 |
1 files changed, 43 insertions, 14 deletions
diff --git a/src/StardewModdingAPI/Events/TimeEvents.cs b/src/StardewModdingAPI/Events/TimeEvents.cs index 42fa6ce2..ee83a267 100644 --- a/src/StardewModdingAPI/Events/TimeEvents.cs +++ b/src/StardewModdingAPI/Events/TimeEvents.cs @@ -2,41 +2,70 @@ namespace StardewModdingAPI.Events { + /// <summary>Events raised when the in-game date or time changes.</summary> public static class TimeEvents { + /********* + ** Events + *********/ + /// <summary>Raised after the in-game clock changes.</summary> public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged = delegate { }; + + /// <summary>Raised after the day-of-month value changes, including when loading a save (unlike <see cref="OnNewDay"/>).</summary> public static event EventHandler<EventArgsIntChanged> DayOfMonthChanged = delegate { }; + + /// <summary>Raised after the year value changes.</summary> public static event EventHandler<EventArgsIntChanged> YearOfGameChanged = delegate { }; + + /// <summary>Raised after the season value changes.</summary> public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged = delegate { }; - /// <summary> - /// Occurs when Game1.newDay changes. True directly before saving, and False directly after. - /// </summary> + /// <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> public static event EventHandler<EventArgsNewDay> OnNewDay = delegate { }; - internal static void InvokeTimeOfDayChanged(int priorInt, int newInt) + + /********* + ** Internal methods + *********/ + /// <summary>Raise a <see cref="InvokeDayOfMonthChanged"/> event.</summary> + /// <param name="priorTime">The previous time in military time format (e.g. 6:00pm is 1800).</param> + /// <param name="newTime">The current time in military time format (e.g. 6:10pm is 1810).</param> + internal static void InvokeTimeOfDayChanged(int priorTime, int newTime) { - TimeOfDayChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt)); + TimeEvents.TimeOfDayChanged.Invoke(null, new EventArgsIntChanged(priorTime, newTime)); } - internal static void InvokeDayOfMonthChanged(int priorInt, int newInt) + /// <summary>Raise a <see cref="DayOfMonthChanged"/> event.</summary> + /// <param name="priorDay">The previous day value.</param> + /// <param name="newDay">The current day value.</param> + internal static void InvokeDayOfMonthChanged(int priorDay, int newDay) { - DayOfMonthChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt)); + TimeEvents.DayOfMonthChanged.Invoke(null, new EventArgsIntChanged(priorDay, newDay)); } - internal static void InvokeYearOfGameChanged(int priorInt, int newInt) + /// <summary>Raise a <see cref="YearOfGameChanged"/> event.</summary> + /// <param name="priorYear">The previous year value.</param> + /// <param name="newYear">The current year value.</param> + internal static void InvokeYearOfGameChanged(int priorYear, int newYear) { - YearOfGameChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt)); + TimeEvents.YearOfGameChanged.Invoke(null, new EventArgsIntChanged(priorYear, newYear)); } - internal static void InvokeSeasonOfYearChanged(string priorString, string newString) + /// <summary>Raise a <see cref="SeasonOfYearChanged"/> event.</summary> + /// <param name="priorSeason">The previous season name.</param> + /// <param name="newSeason">The current season name.</param> + internal static void InvokeSeasonOfYearChanged(string priorSeason, string newSeason) { - SeasonOfYearChanged.Invoke(null, new EventArgsStringChanged(priorString, newString)); + TimeEvents.SeasonOfYearChanged.Invoke(null, new EventArgsStringChanged(priorSeason, newSeason)); } - internal static void InvokeOnNewDay(int priorInt, int newInt, bool newDay) + /// <summary>Raise a <see cref="OnNewDay"/> event.</summary> + /// <param name="priorDay">The previous day value.</param> + /// <param name="newDay">The current day value.</param> + /// <param name="isTransitioning">Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</param> + internal static void InvokeOnNewDay(int priorDay, int newDay, bool isTransitioning) { - OnNewDay.Invoke(null, new EventArgsNewDay(priorInt, newInt, newDay)); + TimeEvents.OnNewDay.Invoke(null, new EventArgsNewDay(priorDay, newDay, isTransitioning)); } } -}
\ No newline at end of file +} |