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Renamed state change event to better represent its actual meaning

pull/44/head 4.0.5
Anairkoen Schno 4 years ago
parent
commit
d8c4f8b1e9
1 changed files with 3 additions and 4 deletions
  1. +3
    -4
      IPA.Loader/Loader/PluginManager.cs

+ 3
- 4
IPA.Loader/Loader/PluginManager.cs View File

@ -159,7 +159,6 @@ namespace IPA.Loader
}
var result = TaskEx.WhenAll();
if (toDisable.Any())
{
// then disable the mods that need to be
static DisableExecutor MakeDisableExec(PluginExecutor e)
@ -209,7 +208,7 @@ namespace IPA.Loader
var disabled = new Dictionary<PluginExecutor, Task>();
result = TaskEx.WhenAll(disableStructure.Select(d => Disable(d, disabled)));
OnPluginsDisabled?.Invoke(result);
OnPluginsStateChanged?.Invoke(result);
}
//DisabledConfig.Instance.Changed();
@ -261,13 +260,13 @@ namespace IPA.Loader
/// </summary>
public static event PluginDisableDelegate PluginDisabled;
/// <summary>
/// Called whenever any plugins are disabled with the <see cref="Task"/> representing them being disabled.
/// Called whenever any plugins have their state changed with the <see cref="Task"/> representing that state change.
/// </summary>
/// <remarks>
/// Note that this is called on the Unity main thread, and cannot therefore block, as the <see cref="Task"/>
/// provided represents operations that also run on the Unity main thread.
/// </remarks>
public static event Action<Task> OnPluginsDisabled;
public static event Action<Task> OnPluginsStateChanged;
/// <summary>
/// Gets a list of all enabled BSIPA plugins. Use <see cref="EnabledPlugins"/> instead of this.


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