1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
using System;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when the in-game date or time changes.</summary>
public static class TimeEvents
{
/*********
** Events
*********/
/// <summary>Raised after the in-game clock changes.</summary>
public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged = delegate { };
/// <summary>Raised after the day-of-month value changes, including when loading a save (unlike <see cref="OnNewDay"/>).</summary>
public static event EventHandler<EventArgsIntChanged> DayOfMonthChanged = delegate { };
/// <summary>Raised after the year value changes.</summary>
public static event EventHandler<EventArgsIntChanged> YearOfGameChanged = delegate { };
/// <summary>Raised after the season value changes.</summary>
public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged = delegate { };
/// <summary>Raised when the player is transitioning to a new day and the game is performing its day update logic. This event is triggered twice: once after the game starts transitioning, and again after it finishes.</summary>
public static event EventHandler<EventArgsNewDay> OnNewDay = delegate { };
/*********
** Internal methods
*********/
/// <summary>Raise a <see cref="InvokeDayOfMonthChanged"/> event.</summary>
/// <param name="priorTime">The previous time in military time format (e.g. 6:00pm is 1800).</param>
/// <param name="newTime">The current time in military time format (e.g. 6:10pm is 1810).</param>
internal static void InvokeTimeOfDayChanged(int priorTime, int newTime)
{
TimeEvents.TimeOfDayChanged.Invoke(null, new EventArgsIntChanged(priorTime, newTime));
}
/// <summary>Raise a <see cref="DayOfMonthChanged"/> event.</summary>
/// <param name="priorDay">The previous day value.</param>
/// <param name="newDay">The current day value.</param>
internal static void InvokeDayOfMonthChanged(int priorDay, int newDay)
{
TimeEvents.DayOfMonthChanged.Invoke(null, new EventArgsIntChanged(priorDay, newDay));
}
/// <summary>Raise a <see cref="YearOfGameChanged"/> event.</summary>
/// <param name="priorYear">The previous year value.</param>
/// <param name="newYear">The current year value.</param>
internal static void InvokeYearOfGameChanged(int priorYear, int newYear)
{
TimeEvents.YearOfGameChanged.Invoke(null, new EventArgsIntChanged(priorYear, newYear));
}
/// <summary>Raise a <see cref="SeasonOfYearChanged"/> event.</summary>
/// <param name="priorSeason">The previous season name.</param>
/// <param name="newSeason">The current season name.</param>
internal static void InvokeSeasonOfYearChanged(string priorSeason, string newSeason)
{
TimeEvents.SeasonOfYearChanged.Invoke(null, new EventArgsStringChanged(priorSeason, newSeason));
}
/// <summary>Raise a <see cref="OnNewDay"/> event.</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>
internal static void InvokeOnNewDay(int priorDay, int newDay, bool isTransitioning)
{
TimeEvents.OnNewDay.Invoke(null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
}
}
}
|