using System; using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { /// Events raised when the player data changes. public static class PlayerEvents { /********* ** Properties *********/ /// The core event manager. private static EventManager EventManager; /********* ** Events *********/ /// Raised after the player's inventory changes in any way (added or removed item, sorted, etc). public static event EventHandler InventoryChanged { add => PlayerEvents.EventManager.Legacy_InventoryChanged.Add(value); remove => PlayerEvents.EventManager.Legacy_InventoryChanged.Remove(value); } /// Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. public static event EventHandler LeveledUp { add => PlayerEvents.EventManager.Legacy_LeveledUp.Add(value); remove => PlayerEvents.EventManager.Legacy_LeveledUp.Remove(value); } /// Raised after the player warps to a new location. public static event EventHandler Warped { add => PlayerEvents.EventManager.Legacy_PlayerWarped.Add(value); remove => PlayerEvents.EventManager.Legacy_PlayerWarped.Remove(value); } /********* ** Public methods *********/ /// Initialise the events. /// The core event manager. internal static void Init(EventManager eventManager) { PlayerEvents.EventManager = eventManager; } } }