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using System;
namespace StardewModdingAPI.Events
{
public static class TimeEvents
{
public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged = delegate { };
public static event EventHandler<EventArgsIntChanged> DayOfMonthChanged = delegate { };
public static event EventHandler<EventArgsIntChanged> YearOfGameChanged = delegate { };
public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged = delegate { };
/// <summary>
/// Occurs when Game1.newDay changes. True directly before saving, and False directly after.
/// </summary>
public static event EventHandler<EventArgsNewDay> OnNewDay = delegate { };
internal static void InvokeTimeOfDayChanged(int priorInt, int newInt)
{
TimeOfDayChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt));
}
internal static void InvokeDayOfMonthChanged(int priorInt, int newInt)
{
DayOfMonthChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt));
}
internal static void InvokeYearOfGameChanged(int priorInt, int newInt)
{
YearOfGameChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt));
}
internal static void InvokeSeasonOfYearChanged(string priorString, string newString)
{
SeasonOfYearChanged.Invoke(null, new EventArgsStringChanged(priorString, newString));
}
internal static void InvokeOnNewDay(int priorInt, int newInt, bool newDay)
{
OnNewDay.Invoke(null, new EventArgsNewDay(priorInt, newInt, newDay));
}
}
}
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