using System;
using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
/// Events raised during the multiplayer sync process.
public static class MultiplayerEvents
{
/*********
** Properties
*********/
/// The core event manager.
private static EventManager EventManager;
/*********
** Events
*********/
/// Raised before the game syncs changes from other players.
public static event EventHandler BeforeMainSync
{
add => MultiplayerEvents.EventManager.Multiplayer_BeforeMainSync.Add(value);
remove => MultiplayerEvents.EventManager.Multiplayer_BeforeMainSync.Remove(value);
}
/// Raised after the game syncs changes from other players.
public static event EventHandler AfterMainSync
{
add => MultiplayerEvents.EventManager.Multiplayer_AfterMainSync.Add(value);
remove => MultiplayerEvents.EventManager.Multiplayer_AfterMainSync.Remove(value);
}
/// Raised before the game broadcasts changes to other players.
public static event EventHandler BeforeMainBroadcast
{
add => MultiplayerEvents.EventManager.Multiplayer_BeforeMainBroadcast.Add(value);
remove => MultiplayerEvents.EventManager.Multiplayer_BeforeMainBroadcast.Remove(value);
}
/// Raised after the game broadcasts changes to other players.
public static event EventHandler AfterMainBroadcast
{
add => MultiplayerEvents.EventManager.Multiplayer_AfterMainBroadcast.Add(value);
remove => MultiplayerEvents.EventManager.Multiplayer_AfterMainBroadcast.Remove(value);
}
/*********
** Public methods
*********/
/// Initialise the events.
/// The core event manager.
internal static void Init(EventManager eventManager)
{
MultiplayerEvents.EventManager = eventManager;
}
}
}