using System; using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { /// <summary>Events raised when something changes in the world.</summary> internal class ModWorldEvents : ModEventsBase, IWorldEvents { /********* ** Accessors *********/ /// <summary>Raised after a game location is added or removed.</summary> public event EventHandler<LocationListChangedEventArgs> LocationListChanged { add => this.EventManager.LocationListChanged.Add(value, this.Mod); remove => this.EventManager.LocationListChanged.Remove(value); } /// <summary>Raised after buildings are added or removed in a location.</summary> public event EventHandler<BuildingListChangedEventArgs> BuildingListChanged { add => this.EventManager.BuildingListChanged.Add(value, this.Mod); remove => this.EventManager.BuildingListChanged.Remove(value); } /// <summary>Raised after debris are added or removed in a location.</summary> public event EventHandler<DebrisListChangedEventArgs> DebrisListChanged { add => this.EventManager.DebrisListChanged.Add(value, this.Mod); remove => this.EventManager.DebrisListChanged.Remove(value); } /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary> public event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged { add => this.EventManager.LargeTerrainFeatureListChanged.Add(value, this.Mod); remove => this.EventManager.LargeTerrainFeatureListChanged.Remove(value); } /// <summary>Raised after NPCs are added or removed in a location.</summary> public event EventHandler<NpcListChangedEventArgs> NpcListChanged { add => this.EventManager.NpcListChanged.Add(value); remove => this.EventManager.NpcListChanged.Remove(value); } /// <summary>Raised after objects are added or removed in a location.</summary> public event EventHandler<ObjectListChangedEventArgs> ObjectListChanged { add => this.EventManager.ObjectListChanged.Add(value); remove => this.EventManager.ObjectListChanged.Remove(value); } /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary> public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged { add => this.EventManager.TerrainFeatureListChanged.Add(value); remove => this.EventManager.TerrainFeatureListChanged.Remove(value); } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="mod">The mod which uses this instance.</param> /// <param name="eventManager">The underlying event manager.</param> internal ModWorldEvents(IModMetadata mod, EventManager eventManager) : base(mod, eventManager) { } } }