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using System;
using System.Collections.Generic;
using System.Linq;
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 items.</summary>
public IEnumerable<Item> Added { get; }
/// <summary>The removed items.</summary>
public IEnumerable<Item> Removed { get; }
/// <summary>The items whose stack sizes changed, with the relative change.</summary>
public IEnumerable<ItemStackSizeChange> QuantityChanged { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="player">The player whose inventory changed.</param>
/// <param name="changedItems">The inventory changes.</param>
internal InventoryChangedEventArgs(Farmer player, ItemStackChange[] changedItems)
{
this.Player = player;
this.Added = changedItems
.Where(n => n.ChangeType == ChangeType.Added)
.Select(p => p.Item)
.ToArray();
this.Removed = changedItems
.Where(n => n.ChangeType == ChangeType.Removed)
.Select(p => p.Item)
.ToArray();
this.QuantityChanged = changedItems
.Where(n => n.ChangeType == ChangeType.StackChange)
.Select(change => new ItemStackSizeChange(
item: change.Item,
oldSize: change.Item.Stack - change.StackChange,
newSize: change.Item.Stack
))
.ToArray();
}
}
}
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