using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Inheritance; using StardewValley; namespace StardewModdingAPI.Events { /// Events raised when the player data changes. public static class PlayerEvents { /********* ** Events *********/ /// Raised after the player loads a saved game. public static event EventHandler LoadedGame; /// Raised after the game assigns a new player character. This happens just before ; it's unclear how this would happen any other time. public static event EventHandler FarmerChanged; /// Raised after the player's inventory changes in any way (added or removed item, sorted, etc). public static event EventHandler InventoryChanged; /// Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. public static event EventHandler LeveledUp; /********* ** Internal methods *********/ /// Raise a event. /// Whether the save has been loaded. This is always true. internal static void InvokeLoadedGame(EventArgsLoadedGameChanged loaded) { PlayerEvents.LoadedGame?.Invoke(null, loaded); } /// Raise a event. /// The previous player character. /// The new player character. internal static void InvokeFarmerChanged(Farmer priorFarmer, Farmer newFarmer) { PlayerEvents.FarmerChanged?.Invoke(null, new EventArgsFarmerChanged(priorFarmer, newFarmer)); } /// Raise an event. /// The player's inventory. /// The inventory changes. internal static void InvokeInventoryChanged(List inventory, IEnumerable changedItems) { PlayerEvents.InventoryChanged?.Invoke(null, new EventArgsInventoryChanged(inventory, changedItems.ToList())); } /// Rase a event. /// The player skill that leveled up. /// The new skill level. internal static void InvokeLeveledUp(EventArgsLevelUp.LevelType type, int newLevel) { PlayerEvents.LeveledUp?.Invoke(null, new EventArgsLevelUp(type, newLevel)); } } }