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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <inheritdoc cref="IContentEvents" />
internal class ModContentEvents : ModEventsBase, IContentEvents
{
/*********
** Accessors
*********/
/// <inheritdoc />
public event EventHandler<AssetRequestedEventArgs> AssetRequested
{
add => this.EventManager.AssetRequested.Add(value, this.Mod);
remove => this.EventManager.AssetRequested.Remove(value);
}
/// <inheritdoc />
public event EventHandler<AssetsInvalidatedEventArgs> AssetsInvalidated
{
add => this.EventManager.AssetsInvalidated.Add(value, this.Mod);
remove => this.EventManager.AssetsInvalidated.Remove(value);
}
/// <inheritdoc />
public event EventHandler<AssetReadyEventArgs> AssetReady
{
add => this.EventManager.AssetReady.Add(value, this.Mod);
remove => this.EventManager.AssetReady.Remove(value);
}
/// <inheritdoc />
public event EventHandler<LocaleChangedEventArgs> LocaleChanged
{
add => this.EventManager.LocaleChanged.Add(value, this.Mod);
remove => this.EventManager.LocaleChanged.Remove(value);
}
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="mod">The mod which uses this instance.</param>
/// <param name="eventManager">The underlying event manager.</param>
internal ModContentEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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