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#nullable disable
using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <inheritdoc cref="ISpecializedEvents" />
internal class ModSpecializedEvents : ModEventsBase, ISpecializedEvents
{
/*********
** Accessors
*********/
/// <inheritdoc />
public event EventHandler<LoadStageChangedEventArgs> LoadStageChanged
{
add => this.EventManager.LoadStageChanged.Add(value, this.Mod);
remove => this.EventManager.LoadStageChanged.Remove(value);
}
/// <inheritdoc />
public event EventHandler<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking
{
add => this.EventManager.UnvalidatedUpdateTicking.Add(value, this.Mod);
remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value);
}
/// <inheritdoc />
public event EventHandler<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked
{
add => this.EventManager.UnvalidatedUpdateTicked.Add(value, this.Mod);
remove => this.EventManager.UnvalidatedUpdateTicked.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 ModSpecializedEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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