using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// Events serving specialised edge cases that shouldn't be used by most mods.
internal class ModSpecialisedEvents : ModEventsBase, ISpecialisedEvents
{
/*********
** Accessors
*********/
/// Raised before the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.
public event EventHandler UnvalidatedUpdateTicking
{
add => this.EventManager.UnvalidatedUpdateTicking.Add(value);
remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value);
}
/// Raised after the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.
public event EventHandler UnvalidatedUpdateTicked
{
add => this.EventManager.UnvalidatedUpdateTicked.Add(value);
remove => this.EventManager.UnvalidatedUpdateTicked.Remove(value);
}
/*********
** Public methods
*********/
/// Construct an instance.
/// The mod which uses this instance.
/// The underlying event manager.
internal ModSpecialisedEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}