using System; using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { /// <summary>Events raised when the player data changes.</summary> public static class PlayerEvents { /********* ** Properties *********/ /// <summary>The core event manager.</summary> private static EventManager EventManager; /********* ** Events *********/ /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> public static event EventHandler<EventArgsInventoryChanged> InventoryChanged { add => PlayerEvents.EventManager.Player_InventoryChanged.Add(value); remove => PlayerEvents.EventManager.Player_InventoryChanged.Remove(value); } /// <summary> 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.</summary> public static event EventHandler<EventArgsLevelUp> LeveledUp { add => PlayerEvents.EventManager.Player_LeveledUp.Add(value); remove => PlayerEvents.EventManager.Player_LeveledUp.Remove(value); } /********* ** Public methods *********/ /// <summary>Initialise the events.</summary> /// <param name="eventManager">The core event manager.</param> internal static void Init(EventManager eventManager) { PlayerEvents.EventManager = eventManager; } } }