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using System;
using System.Collections.Generic;
using System.Linq;
using StardewValley;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for a <see cref="PlayerEvents.InventoryChanged"/> event.</summary>
public class EventArgsInventoryChanged : EventArgs
{
/*********
** Accessors
*********/
/// <summary>The player's inventory.</summary>
public List<Item> Inventory { get; private set; }
/// <summary>The added items.</summary>
public List<ItemStackChange> Added { get; private set; }
/// <summary>The removed items.</summary>
public List<ItemStackChange> Removed { get; private set; }
/// <summary>The items whose stack sizes changed.</summary>
public List<ItemStackChange> QuantityChanged { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="inventory">The player's inventory.</param>
/// <param name="changedItems">The inventory changes.</param>
public EventArgsInventoryChanged(List<Item> inventory, List<ItemStackChange> changedItems)
{
this.Inventory = inventory;
this.Added = changedItems.Where(n => n.ChangeType == ChangeType.Added).ToList();
this.Removed = changedItems.Where(n => n.ChangeType == ChangeType.Removed).ToList();
this.QuantityChanged = changedItems.Where(n => n.ChangeType == ChangeType.StackChange).ToList();
}
}
}
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