using System; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="TimeEvents.OnNewDay"/> event.</summary> public class EventArgsNewDay : EventArgs { /********* ** Accessors *********/ /// <summary>The previous day value.</summary> public int PreviousDay { get; private set; } /// <summary>The current day value.</summary> public int CurrentDay { get; private set; } /// <summary>Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</summary> public bool IsNewDay { get; private set; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="priorDay">The previous day value.</param> /// <param name="newDay">The current day value.</param> /// <param name="isTransitioning">Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</param> public EventArgsNewDay(int priorDay, int newDay, bool isTransitioning) { this.PreviousDay = priorDay; this.CurrentDay = newDay; this.IsNewDay = isTransitioning; } } }