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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Events raised when something changes in the world.</summary>
public class ModWorldEvents : IWorldEvents
{
/*********
** Properties
*********/
/// <summary>The underlying event manager.</summary>
private readonly EventManager EventManager;
/// <summary>The mod which uses this instance.</summary>
private readonly IModMetadata Mod;
/*********
** Accessors
*********/
/// <summary>Raised after a game location is added or removed.</summary>
public event EventHandler<WorldLocationListChangedEventArgs> LocationListChanged
{
add => this.EventManager.World_LocationListChanged.Add(value, this.Mod);
remove => this.EventManager.World_LocationListChanged.Remove(value);
}
/// <summary>Raised after buildings are added or removed in a location.</summary>
public event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged
{
add => this.EventManager.World_BuildingListChanged.Add(value, this.Mod);
remove => this.EventManager.World_BuildingListChanged.Remove(value);
}
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
public event EventHandler<WorldLargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged
{
add => this.EventManager.World_LargeTerrainFeatureListChanged.Add(value, this.Mod);
remove => this.EventManager.World_LargeTerrainFeatureListChanged.Remove(value);
}
/// <summary>Raised after NPCs are added or removed in a location.</summary>
public event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged
{
add => this.EventManager.World_NpcListChanged.Add(value);
remove => this.EventManager.World_NpcListChanged.Remove(value);
}
/// <summary>Raised after objects are added or removed in a location.</summary>
public event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged
{
add => this.EventManager.World_ObjectListChanged.Add(value);
remove => this.EventManager.World_ObjectListChanged.Remove(value);
}
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
{
add => this.EventManager.World_TerrainFeatureListChanged.Add(value);
remove => this.EventManager.World_TerrainFeatureListChanged.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)
{
this.Mod = mod;
this.EventManager = eventManager;
}
}
}
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