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-rw-r--r--src/StardewModdingAPI/Events/TimeEvents.cs14
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs4
2 files changed, 16 insertions, 2 deletions
diff --git a/src/StardewModdingAPI/Events/TimeEvents.cs b/src/StardewModdingAPI/Events/TimeEvents.cs
index dedd7e77..a140a223 100644
--- a/src/StardewModdingAPI/Events/TimeEvents.cs
+++ b/src/StardewModdingAPI/Events/TimeEvents.cs
@@ -9,10 +9,13 @@ namespace StardewModdingAPI.Events
/*********
** Events
*********/
+ /// <summary>Raised after the game begins a new day, including when loading a save.</summary>
+ public static event EventHandler AfterDayStarted;
+
/// <summary>Raised after the in-game clock changes.</summary>
public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged;
- /// <summary>Raised after the day-of-month value changes, including when loading a save (unlike <see cref="OnNewDay"/>).</summary>
+ /// <summary>Raised after the day-of-month value changes, including when loading a save. This may happen before save; in most cases you should use <see cref="AfterDayStarted"/> instead.</summary>
public static event EventHandler<EventArgsIntChanged> DayOfMonthChanged;
/// <summary>Raised after the year value changes.</summary>
@@ -22,13 +25,20 @@ 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")]
+ [Obsolete("Use " + nameof(TimeEvents) + "." + nameof(TimeEvents.AfterDayStarted) + " or " + nameof(SaveEvents) + " instead")]
public static event EventHandler<EventArgsNewDay> OnNewDay;
/*********
** Internal methods
*********/
+ /// <summary>Raise an <see cref="AfterDayStarted"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeAfterDayStarted(IMonitor monitor)
+ {
+ monitor.SafelyRaisePlainEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.AfterDayStarted)}", TimeEvents.AfterDayStarted?.GetInvocationList(), null, EventArgs.Empty);
+ }
+
/// <summary>Raise a <see cref="InvokeDayOfMonthChanged"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="priorTime">The previous time in military time format (e.g. 6:00pm is 1800).</param>
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 55e7ff1a..83af62e0 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -1120,6 +1120,7 @@ namespace StardewModdingAPI.Framework
{
SaveEvents.InvokeAfterLoad(this.Monitor);
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
this.AfterLoadTimer--;
}
@@ -1200,7 +1201,10 @@ namespace StardewModdingAPI.Framework
if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
SaveEvents.InvokeBeforeSave(this.Monitor);
else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
+ {
SaveEvents.InvokeAfterSave(this.Monitor);
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
// raise menu events
if (newMenu != null)