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using System;
using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when the player data changes.</summary>
public static class PlayerEvents
{
/*********
** Properties
*********/
/// <summary>The core event manager.</summary>
private static EventManager EventManager;
/*********
** Events
*********/
/// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary>
public static event EventHandler<EventArgsInventoryChanged> InventoryChanged
{
add => PlayerEvents.EventManager.Legacy_InventoryChanged.Add(value);
remove => PlayerEvents.EventManager.Legacy_InventoryChanged.Remove(value);
}
/// <summary>Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary>
public static event EventHandler<EventArgsLevelUp> LeveledUp
{
add => PlayerEvents.EventManager.Legacy_LeveledUp.Add(value);
remove => PlayerEvents.EventManager.Legacy_LeveledUp.Remove(value);
}
/// <summary>Raised after the player warps to a new location.</summary>
public static event EventHandler<EventArgsPlayerWarped> Warped
{
add => PlayerEvents.EventManager.Legacy_PlayerWarped.Add(value);
remove => PlayerEvents.EventManager.Legacy_PlayerWarped.Remove(value);
}
/*********
** Public methods
*********/
/// <summary>Initialise the events.</summary>
/// <param name="eventManager">The core event manager.</param>
internal static void Init(EventManager eventManager)
{
PlayerEvents.EventManager = eventManager;
}
}
}
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