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using System;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for a <see cref="TimeEvents.OnNewDay"/> event.</summary>
public class EventArgsNewDay : EventArgs
{
/*********
** Accessors
*********/
/// <summary>The previous day value.</summary>
public int PreviousDay { get; private set; }
/// <summary>The current day value.</summary>
public int CurrentDay { get; private set; }
/// <summary>Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</summary>
public bool IsNewDay { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="priorDay">The previous day value.</param>
/// <param name="newDay">The current day value.</param>
/// <param name="isTransitioning">Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</param>
public EventArgsNewDay(int priorDay, int newDay, bool isTransitioning)
{
this.PreviousDay = priorDay;
this.CurrentDay = newDay;
this.IsNewDay = isTransitioning;
}
}
}
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