using System; using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { /// <summary>Events raised when the player transitions between game locations, a location is added or removed, or the objects in the current location change.</summary> public static class LocationEvents { /********* ** Properties *********/ /// <summary>The core event manager.</summary> private static EventManager EventManager; /********* ** Events *********/ /// <summary>Raised after a game location is added or removed.</summary> public static event EventHandler<EventArgsLocationsChanged> LocationsChanged { add => LocationEvents.EventManager.Legacy_LocationsChanged.Add(value); remove => LocationEvents.EventManager.Legacy_LocationsChanged.Remove(value); } /// <summary>Raised after buildings are added or removed in a location.</summary> public static event EventHandler<EventArgsLocationBuildingsChanged> BuildingsChanged { add => LocationEvents.EventManager.Legacy_BuildingsChanged.Add(value); remove => LocationEvents.EventManager.Legacy_BuildingsChanged.Remove(value); } /// <summary>Raised after objects are added or removed in a location.</summary> public static event EventHandler<EventArgsLocationObjectsChanged> ObjectsChanged { add => LocationEvents.EventManager.Legacy_ObjectsChanged.Add(value); remove => LocationEvents.EventManager.Legacy_ObjectsChanged.Remove(value); } /********* ** Public methods *********/ /// <summary>Initialise the events.</summary> /// <param name="eventManager">The core event manager.</param> internal static void Init(EventManager eventManager) { LocationEvents.EventManager = eventManager; } } }