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using System;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for an <see cref="IGameLoopEvents.UpdateTicked"/> event.</summary>
public class UpdateTickedEventArgs : EventArgs
{
/*********
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks { get; }
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="ticks">The number of ticks elapsed since the game started, including the current tick.</param>
internal UpdateTickedEventArgs(uint ticks)
{
this.Ticks = ticks;
this.IsOneSecond = this.IsMultipleOf(60);
}
/// <summary>Get whether <see cref="Ticks"/> is a multiple of the given <paramref name="number"/>. This is mainly useful if you want to run logic intermittently (e.g. <code>e.IsMultipleOf(30)</code> for every half-second).</summary>
/// <param name="number">The factor to check.</param>
public bool IsMultipleOf(uint number)
{
return this.Ticks % number == 0;
}
}
}
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