using System; using StardewModdingAPI.Framework; namespace StardewModdingAPI.Events { /// Events raised when the in-game date or time changes. public static class TimeEvents { /********* ** Events *********/ /// Raised after the game begins a new day, including when loading a save. public static event EventHandler AfterDayStarted; /// Raised after the in-game clock changes. public static event EventHandler TimeOfDayChanged; /********* ** Internal methods *********/ /// Raise an event. /// Encapsulates monitoring and logging. internal static void InvokeAfterDayStarted(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.AfterDayStarted)}", TimeEvents.AfterDayStarted?.GetInvocationList(), null, EventArgs.Empty); } /// Raise a event. /// Encapsulates monitoring and logging. /// The previous time in military time format (e.g. 6:00pm is 1800). /// The current time in military time format (e.g. 6:10pm is 1810). internal static void InvokeTimeOfDayChanged(IMonitor monitor, int priorTime, int newTime) { monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.TimeOfDayChanged)}", TimeEvents.TimeOfDayChanged?.GetInvocationList(), null, new EventArgsIntChanged(priorTime, newTime)); } } }