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using System;
using System.Collections.Generic;
using StardewValley;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for an <see cref="IPlayerEvents.InventoryChanged"/> event.</summary>
public class InventoryChangedEventArgs : EventArgs
{
/*********
** Accessors
*********/
/// <summary>The player whose inventory changed.</summary>
public Farmer Player { get; }
/// <summary>The added item stacks.</summary>
public IEnumerable<Item> Added { get; }
/// <summary>The removed item stacks.</summary>
public IEnumerable<Item> Removed { get; }
/// <summary>The item stacks whose size changed.</summary>
public IEnumerable<ItemStackSizeChange> QuantityChanged { get; }
/// <summary>Whether the affected player is the local one.</summary>
public bool IsLocalPlayer => this.Player.IsLocalPlayer;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="player">The player whose inventory changed.</param>
/// <param name="added">The added item stacks.</param>
/// <param name="removed">The removed item stacks.</param>
/// <param name="quantityChanged">The item stacks whose size changed.</param>
internal InventoryChangedEventArgs(Farmer player, Item[] added, Item[] removed, ItemStackSizeChange[] quantityChanged)
{
this.Player = player;
this.Added = added;
this.Removed = removed;
this.QuantityChanged = quantityChanged;
}
}
}
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