using System; using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { /// <summary>Events raised when the in-game date or time changes.</summary> public static class TimeEvents { /********* ** Properties *********/ /// <summary>The core event manager.</summary> private static EventManager EventManager; /********* ** Events *********/ /// <summary>Raised after the game begins a new day, including when loading a save.</summary> public static event EventHandler AfterDayStarted { add => TimeEvents.EventManager.Time_AfterDayStarted.Add(value); remove => TimeEvents.EventManager.Time_AfterDayStarted.Remove(value); } /// <summary>Raised after the in-game clock changes.</summary> public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged { add => TimeEvents.EventManager.Time_TimeOfDayChanged.Add(value); remove => TimeEvents.EventManager.Time_TimeOfDayChanged.Remove(value); } /********* ** Public methods *********/ /// <summary>Initialise the events.</summary> /// <param name="eventManager">The core event manager.</param> internal static void Init(EventManager eventManager) { TimeEvents.EventManager = eventManager; } } }