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using System;
using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised during the multiplayer sync process.</summary>
public static class MultiplayerEvents
{
/*********
** Properties
*********/
/// <summary>The core event manager.</summary>
private static EventManager EventManager;
/*********
** Events
*********/
/// <summary>Raised before the game syncs changes from other players.</summary>
public static event EventHandler BeforeMainSync
{
add => MultiplayerEvents.EventManager.Legacy_BeforeMainSync.Add(value);
remove => MultiplayerEvents.EventManager.Legacy_BeforeMainSync.Remove(value);
}
/// <summary>Raised after the game syncs changes from other players.</summary>
public static event EventHandler AfterMainSync
{
add => MultiplayerEvents.EventManager.Legacy_AfterMainSync.Add(value);
remove => MultiplayerEvents.EventManager.Legacy_AfterMainSync.Remove(value);
}
/// <summary>Raised before the game broadcasts changes to other players.</summary>
public static event EventHandler BeforeMainBroadcast
{
add => MultiplayerEvents.EventManager.Legacy_BeforeMainBroadcast.Add(value);
remove => MultiplayerEvents.EventManager.Legacy_BeforeMainBroadcast.Remove(value);
}
/// <summary>Raised after the game broadcasts changes to other players.</summary>
public static event EventHandler AfterMainBroadcast
{
add => MultiplayerEvents.EventManager.Legacy_AfterMainBroadcast.Add(value);
remove => MultiplayerEvents.EventManager.Legacy_AfterMainBroadcast.Remove(value);
}
/*********
** Public methods
*********/
/// <summary>Initialise the events.</summary>
/// <param name="eventManager">The core event manager.</param>
internal static void Init(EventManager eventManager)
{
MultiplayerEvents.EventManager = eventManager;
}
}
}
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