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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Events raised when something changes in the world.</summary>
internal class ModWorldEvents : ModEventsBase, IWorldEvents
{
/*********
** Accessors
*********/
/// <summary>Raised after a game location is added or removed.</summary>
public event EventHandler<LocationListChangedEventArgs> LocationListChanged
{
add => this.EventManager.LocationListChanged.Add(value, this.Mod);
remove => this.EventManager.LocationListChanged.Remove(value);
}
/// <summary>Raised after buildings are added or removed in a location.</summary>
public event EventHandler<BuildingListChangedEventArgs> BuildingListChanged
{
add => this.EventManager.BuildingListChanged.Add(value, this.Mod);
remove => this.EventManager.BuildingListChanged.Remove(value);
}
/// <summary>Raised after debris are added or removed in a location.</summary>
public event EventHandler<DebrisListChangedEventArgs> DebrisListChanged
{
add => this.EventManager.DebrisListChanged.Add(value, this.Mod);
remove => this.EventManager.DebrisListChanged.Remove(value);
}
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
public event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged
{
add => this.EventManager.LargeTerrainFeatureListChanged.Add(value, this.Mod);
remove => this.EventManager.LargeTerrainFeatureListChanged.Remove(value);
}
/// <summary>Raised after NPCs are added or removed in a location.</summary>
public event EventHandler<NpcListChangedEventArgs> NpcListChanged
{
add => this.EventManager.NpcListChanged.Add(value, this.Mod);
remove => this.EventManager.NpcListChanged.Remove(value);
}
/// <summary>Raised after objects are added or removed in a location.</summary>
public event EventHandler<ObjectListChangedEventArgs> ObjectListChanged
{
add => this.EventManager.ObjectListChanged.Add(value, this.Mod);
remove => this.EventManager.ObjectListChanged.Remove(value);
}
/// <summary>Raised after items are added or removed from a chest.</summary>
public event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged
{
add => this.EventManager.ChestInventoryChanged.Add(value, this.Mod);
remove => this.EventManager.ChestInventoryChanged.Remove(value);
}
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
{
add => this.EventManager.TerrainFeatureListChanged.Add(value, this.Mod);
remove => this.EventManager.TerrainFeatureListChanged.Remove(value);
}
/// <summary>Raised after furniture are added or removed in a location.</summary>
public event EventHandler<FurnitureListChangedEventArgs> FurnitureListChanged
{
add => this.EventManager.FurnitureListChanged.Add(value, this.Mod);
remove => this.EventManager.FurnitureListChanged.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 ModWorldEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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