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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Events raised when the player data changes.</summary>
internal class ModPlayerEvents : ModEventsBase, IPlayerEvents
{
/*********
** Accessors
*********/
/// <summary>Raised after items are added or removed to a player's inventory. NOTE: this event is currently only raised for the local player.</summary>
public event EventHandler<InventoryChangedEventArgs> InventoryChanged
{
add => this.EventManager.InventoryChanged.Add(value, this.Mod);
remove => this.EventManager.InventoryChanged.Remove(value);
}
/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. NOTE: this event is currently only raised for the local player.</summary>
public event EventHandler<LevelChangedEventArgs> LevelChanged
{
add => this.EventManager.LevelChanged.Add(value, this.Mod);
remove => this.EventManager.LevelChanged.Remove(value);
}
/// <summary>Raised after a player warps to a new location. NOTE: this event is currently only raised for the local player.</summary>
public event EventHandler<WarpedEventArgs> Warped
{
add => this.EventManager.Warped.Add(value, this.Mod);
remove => this.EventManager.Warped.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 ModPlayerEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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