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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
internal class ModSpecialisedEvents : ModEventsBase, ISpecialisedEvents
{
/*********
** Accessors
*********/
/// <summary>Raised before the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
public event EventHandler<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking
{
add => this.EventManager.UnvalidatedUpdateTicking.Add(value);
remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value);
}
/// <summary>Raised after the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
public event EventHandler<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked
{
add => this.EventManager.UnvalidatedUpdateTicked.Add(value);
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 ModSpecialisedEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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