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#nullable disable
using System;
using System.Threading.Tasks;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>Invokes callbacks for mod hooks provided by the game.</summary>
internal class SModHooks : ModHooks
{
/*********
** Fields
*********/
/// <summary>A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</summary>
private readonly Action BeforeNewDayAfterFade;
/// <summary>Writes messages to the console.</summary>
private readonly IMonitor Monitor;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="beforeNewDayAfterFade">A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</param>
/// <param name="monitor">Writes messages to the console.</param>
public SModHooks(Action beforeNewDayAfterFade, IMonitor monitor)
{
this.BeforeNewDayAfterFade = beforeNewDayAfterFade;
this.Monitor = monitor;
}
/// <summary>A hook invoked when <see cref="Game1.newDayAfterFade"/> is called.</summary>
/// <param name="action">The vanilla <see cref="Game1.newDayAfterFade"/> logic.</param>
public override void OnGame1_NewDayAfterFade(Action action)
{
this.BeforeNewDayAfterFade?.Invoke();
action();
}
/// <summary>Start an asynchronous task for the game.</summary>
/// <param name="task">The task to start.</param>
/// <param name="id">A unique key which identifies the task.</param>
public override Task StartTask(Task task, string id)
{
this.Monitor.Log($"Synchronizing '{id}' task...");
task.RunSynchronously();
this.Monitor.Log(" task complete.");
return task;
}
/// <summary>Start an asynchronous task for the game.</summary>
/// <param name="task">The task to start.</param>
/// <param name="id">A unique key which identifies the task.</param>
public override Task<T> StartTask<T>(Task<T> task, string id)
{
this.Monitor.Log($"Synchronizing '{id}' task...");
task.RunSynchronously();
this.Monitor.Log(" task complete.");
return task;
}
}
}
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