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using System;
using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when the in-game date or time changes.</summary>
public static class TimeEvents
{
/*********
** Properties
*********/
/// <summary>The core event manager.</summary>
private static EventManager EventManager;
/*********
** Events
*********/
/// <summary>Raised after the game begins a new day, including when loading a save.</summary>
public static event EventHandler AfterDayStarted
{
add => TimeEvents.EventManager.Legacy_AfterDayStarted.Add(value);
remove => TimeEvents.EventManager.Legacy_AfterDayStarted.Remove(value);
}
/// <summary>Raised after the in-game clock changes.</summary>
public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged
{
add => TimeEvents.EventManager.Legacy_TimeOfDayChanged.Add(value);
remove => TimeEvents.EventManager.Legacy_TimeOfDayChanged.Remove(value);
}
/*********
** Public methods
*********/
/// <summary>Initialise the events.</summary>
/// <param name="eventManager">The core event manager.</param>
internal static void Init(EventManager eventManager)
{
TimeEvents.EventManager = eventManager;
}
}
}
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