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using System;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when something changes in the world.</summary>
public interface IWorldEvents
{
/// <summary>Raised after a game location is added or removed.</summary>
event EventHandler<LocationListChangedEventArgs> LocationListChanged;
/// <summary>Raised after buildings are added or removed in a location.</summary>
event EventHandler<BuildingListChangedEventArgs> BuildingListChanged;
/// <summary>Raised after debris are added or removed in a location.</summary>
event EventHandler<DebrisListChangedEventArgs> DebrisListChanged;
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged;
/// <summary>Raised after NPCs are added or removed in a location.</summary>
event EventHandler<NpcListChangedEventArgs> NpcListChanged;
/// <summary>Raised after objects are added or removed in a location.</summary>
event EventHandler<ObjectListChangedEventArgs> ObjectListChanged;
/// <summary>Raised after items are added or removed from a chest.</summary>
event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged;
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
/// <summary>Raised after furniture are added or removed in a location.</summary>
event EventHandler<FurnitureListChangedEventArgs> FurnitureListChanged;
}
}
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