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using System;
using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when the player transitions between game locations, a location is added or removed, or the objects in the current location change.</summary>
public static class LocationEvents
{
/*********
** Properties
*********/
/// <summary>The core event manager.</summary>
private static EventManager EventManager;
/*********
** Events
*********/
/// <summary>Raised after a game location is added or removed.</summary>
public static event EventHandler<EventArgsLocationsChanged> LocationsChanged
{
add => LocationEvents.EventManager.Legacy_Location_LocationsChanged.Add(value);
remove => LocationEvents.EventManager.Legacy_Location_LocationsChanged.Remove(value);
}
/// <summary>Raised after buildings are added or removed in a location.</summary>
public static event EventHandler<EventArgsLocationBuildingsChanged> BuildingsChanged
{
add => LocationEvents.EventManager.Legacy_Location_BuildingsChanged.Add(value);
remove => LocationEvents.EventManager.Legacy_Location_BuildingsChanged.Remove(value);
}
/// <summary>Raised after objects are added or removed in a location.</summary>
public static event EventHandler<EventArgsLocationObjectsChanged> ObjectsChanged
{
add => LocationEvents.EventManager.Legacy_Location_ObjectsChanged.Add(value);
remove => LocationEvents.EventManager.Legacy_Location_ObjectsChanged.Remove(value);
}
/*********
** Public methods
*********/
/// <summary>Initialise the events.</summary>
/// <param name="eventManager">The core event manager.</param>
internal static void Init(EventManager eventManager)
{
LocationEvents.EventManager = eventManager;
}
}
}
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