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"title": "Making your own mod",
"keywords": "Making a mod Overview What follows is a very barebones, and frankly not very useful plugin class, even as a starting point, but it should be enough to give a decent idea of how to do quick upgrades of existing mods for those who want to. using System; using IPA; using IPA.Logging; namespace Demo { [Plugin(RuntimeOptions.SingleStartInit)] internal class Plugin { public static Logger log { get; private set; } [Init] public Plugin(Logger logger) { log = logger; log.Debug(\"Basic plugin running!\"); // setup that does not require game code // this is only called once ever, so do once-ever initialization } [OnStart] public void OnStart() { // setup that requires game code } [OnExit] public void OnExit() { // teardown } } } There are basically 4 major concepts here: Logger , the logging system. PluginAttribute , which declares that this class is a plugin and how it should behave. InitAttribute , which declares the constructor (and optionally other methods) as being used for initialization. The lifecycle event attributes OnStartAttribute and OnExitAttribute . I reccommend you read the docs for each of those to get an idea for what they do. It is worth noting that this example is of a mod that cannot be enabled and disabled at runtime, as marked by RuntimeOptions.SingleStartInit . What can be changed Before we go adding more functionality, its worth mentioning that that is not the only way to have a plugin set up. For starters, we can add another method marked [Init] , and it will be called after the constructor, with the same injected parameters, if those are applicable. [Init] public void Init(Logger logger) { // logger will be the same instance as log currently is } If you only had a method marked [Init] , and no constructors marked [Init] , then the plugin type must expose a public default constructor. If multiple constructors are marked [Init] , only the one with the most parameters will be called. You may also mark as many methods as you wish with [Init] and all of them will be called, in no well-defined order on initialization. The same is true for [OnStart] and [OnExit] , respectively. From Scratch If you are starting from scratch, you will need one other thing to get your plugin up and running: a manifest. A basic manifest for that might look a little like this: { \"author\": \"ExampleMan\", \"description\": [ \"A demo plugin written for the BSIPA basic tutorial.\" ], \"gameVersion\": \"1.6.0\", \"id\": null, \"name\": \"Demo Plugin\", \"version\": \"0.0.1\", \"features\": [ ], \"links\": { \"project-home\": \"https://example.com/demo-plugin\", \"project-source\": \"https://github.com/exampleman/demo-plugin/\", \"donate\": \"https://ko-fi.com/exampleman\" }, } There is a lot going on there, but most of it should be decently obvious. Among the things that aren't immediately obvious, are id : This represents a unique identifier for the mod, for use by package managers such as BeatMods. It may be null if the mod chooses not to support those. features : Don't worry about this for now, this is a not-very-simple thing that will be touched on later. In addition, there are a few gatchas with it: description : This can be either a string or an array representing different lines. Markdown formatting is permitted. gameVersion : This should match exactly with the application version of the game being targeted. While this is not enforced by BSIPA, mod repositories like BeatMods may require it match, and it is good practice regardless. version : This must be a valid SemVer version number for your mod. In order for your plugin to load, the manifest must be embedded into the plugin DLL as an embedded resource. This can be set in the Visual Studio file properties panel under Build Action , or in the .csproj like so: At this point, if the main plugin source file and the manifest are in the same source location, and the plugin class is using the project's default namespace, the plugin will load just fine. However, this is somewhat difficult both to explain and verify, so I recommend you use the the misc.plugin-hint field in your manifest. It can be used like so: \"misc\": { \"plugin-hint\": \"Demo.Plugin\" } With this, you can set plugin-hint to the full typename of your plugin type, and it will correctly load. This is a hint though, and will also try it as a namespace if it fails to find the plugin type. If that fails, it will then fall back to using the manifest's embedded namespace. A less painful description If you want to have a relatively long or well-formatted description for your mod, it may start to become painful to embed it in a list of JSON strings in the manifest. Luckily, there is a way to handle this. The first step is to create another embedded file, but this time it should be a Markdown file, perhaps description.md . It may contain something like this: # Demo Plugin A little demo for the BSIPA modding introduction. --- WE CAN USE MARKDOWN!!! Then, in your manifest description, have the first line be something look like this, but replacing Demo.description.md with the fully namespaced name of the resource: \"#![Demo.description.md]\", Now, when loaded into memory, if anything reads your description metadata, they get the content of that file instead of the content of the manifest key. Configuring your plugin Something that many plugins want and need is configuration. Fortunately, BSIPA provides a fairly powerful configuration system out of the box. To start using it, first create a config class of some kind. Lets take a look at a fairly simple example of this: namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public int IntValue { get; set; } = 42; public float FloatValue { get; set; } = 3.14159f; } } Notice how the class is both marked public and is not marked sealed . For the moment, both of these are necessary. Also notice that all of the members are properties. While this doesn't change much now, it will be significant in the near future. Now, how do we get this object off of disk? Simple. Back in your plugin class, change your [Init] constructor to look like this: [Init] public Plugin(Logger logger, Config conf) { log = logger; PluginConfig.Instance = conf.Generated(); log.Debug(\"Config loaded\"); // setup that does not require game code } For this to compile, though, we will need to add a few using s: using IPA.Config; using IPA.Config.Stores; With just this, you have your config automatically loading from disk! It's even reloaded when it gets changed mid-game! You can now access it from anywhere by simply accessing PluginConfig.Instance . Make sure you don't accidentally reassign this though, as then you will loose your only interaction with the user's preferences. By default, it will be named the same as is in your plugin's manifest's name field, and will use the built-in json provider. This means that the file that will be loaded from will be UserData/Demo Plugin.json for our demo plugin. You can, however, control both of those by applying attributes to the Config parameter, namely Config.NameAttribute to control the name, and Config.PreferAttribute to control the type. If the type preferences aren't registered though, it will just fall back to JSON. The config's behaviour can be found either later here, or in the remarks section of Generated(Config, Boolean) . At this point, your main plugin file should look something like this: using System; using IPA; using IPA.Logging; using IPA.Config; using IPA.Config.Stores; namespace Demo { [Plugin(RuntimeOptions.SingleStartInit)] internal class Plugin { public static Logger log { get; private set; } [Init] public Plugin(Logger logger, Config conf) { log = logger; PluginConfig.Instance = conf.Generated(); log.Debug(\"Config loaded\"); // setup that does not require game code } [OnStart] public void OnStart() { // setup that requires game code } [OnExit] public void OnExit() { // teardown } } } But what about more complex types than just int and float ? What if you want sub-objects? Those are supported natively, and so are very easy to set up. We just add this to the config class: public class SubThingsObject { public double DoubleValue { get; set; } = 2.718281828459045; } public SubThingsObject SubThings { get; set; } = new SubThingsObject(); Now this object will be automatically read from disk too. But there is one caveat to this: because SubThingsObject is a reference type, SubThings can be null . This is often undesireable. The obvious solution may be to simply change it to a struct , but that is both not supported and potentially undesirable for other reasons we'll get to later. Instead, you can use NonNullableAttribute . Change the definition of SubThings to this: [NonNullable] public SubThingsObject SubThings { get; set; } = new SubThingsObject(); And add this to the using s: using IPA.Config.Stores.Attributes; This attribute tells the serializer that null is an invalid value for the config object. This does, however, require that you take extra care ensure that it never becomes null in code, as that will break the serializer. What about collection types? Well, you can use those too, but you have to use something new: a converter. You may be familiar with them if you have used something like the popular Newtonsoft.Json library before. In BSIPA, they lie in the IPA.Config.Stores.Converters namespace. All converters either implement IValueConverter or derive from ValueConverter . You will mostly use them with an UseConverterAttribute . To use them, we'll want to import them: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Converters; Then add a field, for example a list field: [UseConverter(typeof(ListConverter))] public List ListValue { get; set; } = new List(); This uses a converter that is provided with BSIPA for List s specifically. It converts the list to an ordered array, which is then written to disk as a JSON array. We could also potentially want use something like a HashSet . Lets start by looking at the definition for such a member, then deciphering what exactly it means: [UseConverter(typeof(CollectionConverter>))] public HashSet SetValue { get; set; } = new HashSet(); The converter we're using here is CollectionConverter , a base type for converters of all kinds of collections. In fact, the ListConverter is derived from this, and uses it for most of its implementation. If a type implements ICollection , CollectionConverter can convert it. It, like most other BSIPA provided aggregate converters, provides a type argument overload CollectionConverter to compose other converters with it to handle unusual element types. Now after all that, your plugin class has not changed, and your config class should look something like this: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public double DoubleValue { get; set; } = 2.718281828459045; } public int IntValue { get; set; } = 42; public float FloatValue { get; set; } = 3.14159f; [NonNullable] public SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public HashSet SetValue { get; set; } = new HashSet(); } } I mentioned earlier that your config file will be automatically reloaded -- but isn't that a bad thing? Doesn't that mean that the config could change under your feet without you having a way to tell? Not so- I just haven't introduced the mechanism. Define a public or protected virtual method named OnReload : public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } This method will be called whenever BSIPA reloads your config from disk. When it is called, the object will already have been populated. Use it to notify all of your systems that configuration has changed. Now, we know how to read from disk, and how to use unusual types, but how do we write it back to disk? This config system is based on automatic saving (though we haven't quite gotten to the automatic part), and so the config is written to disk whenever the system recognizes that something has changed. To tell is as much, define a public or protected virtual method named Changed : public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } This method can be called to tell BSIPA that this config object has changed. Later, when we enable automated change tracking, this will also be called when one of the config's members changes. You can use this body to validate something or, for example, write a timestamp for last change. I just mentioned automated change tracking -- lets add that now. To do this, just make all of the properties virtual, like so: public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); Now, whenever you assign to any of those properties, your Changed method will be called, and the config object will be marked as changed and will be written to disk. Unfortunately, any properties that can be modified while only using the property getter do not trigger this, and so if you change any collections for example, you will have to manually call Changed . After doing all this, your config class should look something like this: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } } } There is one more major problem with this though: the main class is still public. Most configs shouldn't be. Lets make it internal. So we make it internal: internal class PluginConfig But to make it actually work, we add this outside the namespace declaration: using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo(GeneratedStore.AssemblyVisibilityTarget)] And now our full file looks like this: using System.Collections.Generic; using System.Runtime.CompilerServices; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; [assembly: InternalsVisibleTo(GeneratedStore.AssemblyVisibilityTarget)] namespace Demo { internal class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } } }"
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"articles/index.html": {
"href": "articles/index.html",
"title": "Getting Started",
"keywords": "Getting Started Starting out is quite simple. Just follow one of the following guides: Installing BSIPA Making your own mod Or, if you want to contribute, see Contributing ."
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"title": "Contributing",
"keywords": "Contributing Prerequisites Microsoft Visual Studio 2019 or later (2017 may work, no guarantees) Tools for C/C++ (MSVC) v141 .NET 4.6.1 SDK and .NET 4.7.2 SDK Beat Saber (if developing for .NET 4.5+) Muse Dash (if developing for .NET 3.5) Building Clone with git clone https://github.com/beat-saber-modding-group/BeatSaber-IPA-Reloaded.git --recursive Create a file, bsinstalldir.txt in the solution root. Do NOT create this in Visual Studio; VS adds a BOM at the begginning of the file that the tools used cannot read. It should contain the path to your Beat Saber installation, using forward slashes with a trailing slash. e.g. C:/Program Files (x86)/Steam/steamapps/common/Beat Saber/ If you intend to be doing .NET 3.5 centric development, you must put your Muse Dash installation folder in a file named mdinstalldir.txt that is otherwise identical to bsinstalldir.txt . Open BSIPA.sln in Visual Studio. Choose the configuration that you intend to target during development. Rebuild all. When you make a change somewhere in BSIPA itself, right click on BSIPA-Meta and click Build or Rebuild . This sets up the output in path/to/solution/BSIPA-Meta/bin/ to be what should be copied to the game directory. When making a change to Mod List, you only need to build Mod List itself. Install by copying everything in path/to/solution/BSIPA-ModList/bin/ to your game directory. When building a Debug build, all referenced assemblies from Beat Saber will be copied from the install directory provided in bsinstalldir.txt into Refs/ . Any new references should reference the copy in there. When building for Release, it just uses the files already in Refs/ ."
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"href": "articles/command-line.html",
"title": "The Command Line",
"keywords": "The Command Line BSIPA has 2 command lines: the installer, and the game. Their documentation is below. The Installer ( IPA.exe ) The Game The installer has quite a few options, which are documented inline with the -h or --help flag. This is what it currently looks like: usage: IPA.exe [FLAGS] [ARGUMENTS] flags: -h, --help prints this message -w, --waitfor=PID waits for the specified PID to exit -f, --force forces the operation to go through -r, --revert reverts the IPA installation -n, --nowait doesn't wait for user input after the operation -s, --start=ARGUMENTS uses the specified arguments to start the game after the patch/unpatch -l, --launch uses positional parameters as arguments to start the game after patch/unpatch -R, --no-revert prevents a normal installation from first reverting The game also gets quite a few command line options, though there isn't anything as convenient as a help page for them. Here's a quick list of what they are and what they do. --verbose Makes a console appear with log information at startup. --debug Enables the loading of debug information in Mono. The debugging information must be in the portable PDB format, in the same location as the DLL that it's for. This option also forces BSIPA to show all debug messages in the console, as well as where they were called. This overrides the config settings Debug.ShowDebug and Debug.ShowCallSource . --trace Enables trace level messages. By default, they do not ever enter the message queue, and thus cost almost nothing. When this or the config option is used, they are added and logged with the same rules as Debug messages. This overrides the config setting Debug.ShowTrace . --mono-debug Enables the built-in Mono soft debugger engine. By default, it acts as a client, and requires that there be a soft debugger server running on port 10000 on localhost . Implies --debug . --server Does nothing on its own. When paired with --mono-debug , this option makes the Mono soft debugger act in server mode. It begins listening on port 10000 on any address, and will pause startup (with no window) until a debugger is connected. I recommend using SDB, but that is a command line debugger and a lot of people don't care for those. --no-yeet Disables mod yeeting. By default, whenever BSIPA detects that the game is now running a newer version than previous runs, it will move all mods to another folder and not load them. (They still get checked for updates though.) When this is enabled, that behaviour is disabled. Overrides the config setting YeetMods . --condense-logs Reduces the number of log files BSIPA will output for a given session. By default, BSIPA will create a subfolder in the Logs folder for each mod sublog, as well as each mod. This disables that behaviour, and restricts it to only create a global log and mod logs. Overrides the config setting Debug.CondenseModLogs . --no-updates Disables automatic updating. By default, BSIPA will check BeatMods for all of the loaded mods to see if there is a new version avaliable. If there is, it will be downloaded and installed on the next run. This flag disables that behaviour. Overrides the config settings Updates.AutoCheckUpdates and Updates.AutoUpdate ."
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"index.html": {
"href": "index.html",
"title": "BSIPA - Home",
"keywords": "BSIPA - The Unity mod injector for the new age (pending confirmation). Assuming, that is, that Unity 2017 is \"new age\". How To Install See Installing How To Uninstall See Uninstalling Arguments See The Command Line . How To Develop See Developing for more information. How To Keep The Game Patched BSIPA will automatically repatch the game when it updates, as long as winhttp.dll is present in the install directory."
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"other_api/config/schema.html": {
"href": "other_api/config/schema.html",
"title": "Configuration File Schema",
"keywords": "Configuration File Schema { \"definitions\": { \"Debug_\": { \"type\": \"object\", \"properties\": { \"ShowCallSource\": { \"type\": \"boolean\" }, \"ShowDebug\": { \"type\": \"boolean\" }, \"CondenseModLogs\": { \"type\": \"boolean\" }, \"ShowHandledErrorStackTraces\": { \"type\": \"boolean\" }, \"HideMessagesForPerformance\": { \"type\": \"boolean\" }, \"HideLogThreshold\": { \"type\": \"integer\" }, \"ShowTrace\": { \"type\": \"boolean\" } }, \"required\": [ \"ShowCallSource\", \"ShowDebug\", \"CondenseModLogs\", \"ShowHandledErrorStackTraces\", \"HideMessagesForPerformance\", \"HideLogThreshold\", \"ShowTrace\" ] }, \"Updates_\": { \"type\": \"object\", \"properties\": { \"AutoUpdate\": { \"type\": \"boolean\" }, \"AutoCheckUpdates\": { \"type\": \"boolean\" } }, \"required\": [ \"AutoUpdate\", \"AutoCheckUpdates\" ] } }, \"type\": \"object\", \"properties\": { \"Regenerate\": { \"type\": \"boolean\" }, \"Updates\": { \"$ref\": \"#/definitions/Updates_\" }, \"Debug\": { \"$ref\": \"#/definitions/Debug_\" }, \"YeetMods\": { \"type\": \"boolean\" }, \"GameAssemblies\": { \"type\": \"array\", \"items\": { \"type\": \"string\" } }, \"LastGameVersion\": { \"type\": \"string\" } }, \"required\": [ \"Regenerate\", \"Updates\", \"Debug\", \"YeetMods\", \"GameAssemblies\" ] }"
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"href": "other_api/index.html",
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"keywords": ""
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"articles/dev-resources/description.html": {
"href": "articles/dev-resources/description.html",
"title": "Demo Plugin",
"keywords": "Demo Plugin A little demo for the BSIPA modding introduction. WE CAN USE MARKDOWN!!!"
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"api/index.html": {
"href": "api/index.html",
"title": "BSIPA API Documentation",
"keywords": "BSIPA API Documentation Welcome to the full class documentation! To see guides, head over to the Articles tab . Select a namespace and a class on the left to get started."
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"href": "articles/start-user.html",
"title": "Installing BSIPA",
"keywords": "Installing BSIPA Note This guide assumes that you are starting completely fresh. Grab a release from the GitHub Releases page . Make sure to download one of the BSIPA-*.zip s, as ModList.zip contains the Beat Saber mod for showing your mods in-game, not the loader itself. Note The specific ZIP you need to download varies on the game you will be patching. For example, if you are patching Beat Saber, you will need the file BSIPA-x64-Net4.zip . This is because Beat Saber is a 64 bit game running .NET 4. If you are patching Muse Dash, however, you nee the file BSIPA-x86-Net3.zip . Tip There are a few tricks for figuring out which file you need. If the game has a folder called MonoBleedingEdge in the install directory, then you need one of the Net4 builds. To determine which build to use, right click on the game executable, go to the Compatability tab, check the Run this program in compatability mode for checkbox, and look and see if the dropdown has any Windows XP emulation options. If it does, the application is 32 bit, and you need to get one of the x86 builds. Otherwise, get one of the x64 builds. Make sure to uncheck that checkbox before leaving the menu. Extract the zip into your game installation directory. There should now be a folder named IPA and a file named IPA.exe in the same folder as the game executable. For example, if you are installing BSIPA in Beat Saber, it might look like this after extraction: Run IPA.exe by double clicking it. A console window should pop up, and eventually, a gold message asking you to press a key will appear. Here is an example of a successful installation: Note In some cases, this may fail, something like this: In these cases, try dragging the game executable over IPA.exe . After installing, your game directory should look something like this: Note At this point it is recommended to run the game once before continuing, to ensure that things are installed correctly. The first run should create a UserData folder with Beat Saber IPA.json and Disabled Mods.json , as well as a Logs folder with several subfolders with their own files. If these are created, then the installation was very likely successful. Tip If you are not installing BSIPA on Beat Saber, you probably want to go to the config at UserData/Beat Saber IPA.json and set both of the following to false : { ... \"Updates\": { \"AutoUpdate\": false, \"AutoCheckUpdates\": false }, ... } Tip Depending on the game, you may have to set the config member GameAssemblies to the names of the assemblies that the game uses for BSIPA to virtualize them properly. For Beat Saber distrobutions, this will be set according to the version that it was built for by default. Otherwise, it will contain just Assembly-CSharp.dll since most games use that default. From here, just place all of your plugins in the Plugins folder, and you're all set! Many plugins will come in a zip such that the root of the zip represents the game install directory, so all you may have to do is extract the plugin into the game installation folder. Note For some reason, by default, Wine does not load DLLs in quite the same way that Windows does, causing issues with the injection. To make the injection work with Wine, winhttp has to have a DLL override set to native,builtin . This can be set either through Protontricks, or with the following .reg file. REGEDIT4 [HKEY_CURRENT_USER\\Software\\Wine\\DllOverrides] \"winhttp\"=\"native,builtin\" For Steam there's a per-game Wine prefix under compatdata . In this case SteamLibrary/steamapps/compatdata/620980/pfx/user.reg . Changes to this file will likely be ovewritten when the game updates or if local files are validated through Steam. Thats really all you have to do! The installation should persist across game updates for as long as winhttp.dll is present in the game directory, though your plugins will be moved to a different folder when it does update so things don't break horribly. Uninstalling Uninstalling is fairly simple, and can be done one of two ways: Drag the game executable over IPA.exe while holding Alt . Open a command prompt or Powershell terminal and run .\\IPA.exe -rn . (see The Command Line for what those options mean)"
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"api/IPA.Utilities.PropertyAccessor-2.Getter.html": {
"href": "api/IPA.Utilities.PropertyAccessor-2.Getter.html",
"title": "Delegate PropertyAccessor.Getter",
"keywords": "Delegate PropertyAccessor.Getter A getter for a property. Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public delegate U Getter(ref T obj); Parameters Type Name Description T obj the object it is a member of Returns Type Description U the value of the property Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
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"api/IPA.Utilities.MethodAccessor-2.html": {
"href": "api/IPA.Utilities.MethodAccessor-2.html",
"title": "Class MethodAccessor",
"keywords": "Class MethodAccessor A type containing utilities for calling non-public methods on an object. Inheritance Object MethodAccessor Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class MethodAccessor where TDelegate : Delegate Type Parameters Name Description T the type to find the methods on TDelegate the delegate type to create, and to use as a signature to search for Methods | Improve this Doc View Source GetDelegate(String) Gets a delegate to the named method with the signature specified by TDelegate . Declaration public static TDelegate GetDelegate(string name) Parameters Type Name Description String name the name of the method to get Returns Type Description TDelegate a delegate that can call the specified method Exceptions Type Condition MissingMethodException if name does not represent the name of a method with the given signature ArgumentException if the method found returns a type incompatable with the return type of TDelegate"
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"api/IPA.Utilities.CriticalSection.html": {
"href": "api/IPA.Utilities.CriticalSection.html",
"title": "Class CriticalSection",
"keywords": "Class CriticalSection Provides utilities for managing various critical sections. Inheritance Object CriticalSection Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class CriticalSection Methods | Improve this Doc View Source EnterExecuteSection() Enters a critical execution section. Does not nest. Declaration public static void EnterExecuteSection() | Improve this Doc View Source ExecuteSection() Creates an CriticalSection.AutoExecuteSection for automated management of an execute section. Declaration public static CriticalSection.AutoExecuteSection ExecuteSection() Returns Type Description CriticalSection.AutoExecuteSection the new CriticalSection.AutoExecuteSection that manages the section | Improve this Doc View Source ExitExecuteSection() Exits a critical execution section. Does not nest. Declaration public static void ExitExecuteSection()"
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"href": "api/IPA.Utilities.CriticalSection.AutoExecuteSection.html",
"title": "Struct CriticalSection.AutoExecuteSection",
"keywords": "Struct CriticalSection.AutoExecuteSection A struct that allows using blocks to manage an execute section. Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public struct AutoExecuteSection : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
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"href": "api/IPA.Utilities.Async.html",
"title": "",
"keywords": "Classes Coroutines A class providing coroutine helpers. SingleThreadTaskScheduler A single-threaded task scheduler that runs all of its tasks on the same thread. Synchronization Utilities for inter-thread synchronization. All Locker method acquire their object immediately, and should only be used with langword_csharp_using to automatically release them. UnityMainThreadTaskScheduler A task scheduler that runs tasks on the Unity main thread via coroutines. Structs Synchronization.MutexLocker A locker for a Mutex that automatically releases when it is disposed. Create this with Lock(Mutex) . Synchronization.ReaderWriterLockSlimReadLocker A locker for a read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockRead(ReaderWriterLockSlim) . Synchronization.ReaderWriterLockSlimUpgradableReadLocker A locker for an upgradable read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockReadUpgradable(ReaderWriterLockSlim) . Synchronization.ReaderWriterLockSlimWriteLocker A locker for a write lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockWrite(ReaderWriterLockSlim) . Synchronization.SemaphoreLocker A locker for a Semaphore that automatically releases when it is disposed. Create this with Lock(Semaphore) . Synchronization.SemaphoreSlimAsyncLocker A locker for a SemaphoreSlim that was created asynchronously and automatically releases when it is disposed. Create this with LockAsync(SemaphoreSlim) . Synchronization.SemaphoreSlimLocker A locker for a SemaphoreSlim that automatically releases when it is disposed. Create this with Lock(SemaphoreSlim) ."
},
"api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html": {
"href": "api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html",
"title": "Class UnityMainThreadTaskScheduler",
"keywords": "Class UnityMainThreadTaskScheduler A task scheduler that runs tasks on the Unity main thread via coroutines. Inheritance Object TaskScheduler UnityMainThreadTaskScheduler Implements IDisposable Inherited Members TaskScheduler.TryDequeue(Task) TaskScheduler.FromCurrentSynchronizationContext() TaskScheduler.TryExecuteTask(Task) TaskScheduler.MaximumConcurrencyLevel TaskScheduler.Current TaskScheduler.Id TaskScheduler.UnobservedTaskException Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public class UnityMainThreadTaskScheduler : TaskScheduler, IDisposable Properties | Improve this Doc View Source Cancelling Gets whether or not this scheduler is in the process of shutting down. Declaration public bool Cancelling { get; } Property Value Type Description Boolean true if the scheduler is shutting down, false otherwise | Improve this Doc View Source Default Gets the default main thread scheduler that is managed by BSIPA. Declaration public static TaskScheduler Default { get; } Property Value Type Description TaskScheduler a scheduler that is managed by BSIPA | Improve this Doc View Source Factory Gets a factory for creating tasks on Default . Declaration public static TaskFactory Factory { get; } Property Value Type Description TaskFactory a factory for creating tasks on the default scheduler | Improve this Doc View Source IsRunning Gets whether or not this scheduler is currently executing tasks. Declaration public bool IsRunning { get; } Property Value Type Description Boolean true if the scheduler is running, false otherwise | Improve this Doc View Source YieldAfterTasks Gets or sets the number of tasks to execute before yielding back to Unity. Declaration public int YieldAfterTasks { get; set; } Property Value Type Description Int32 the number of tasks to execute per resume | Improve this Doc View Source YieldAfterTime Gets or sets the amount of time to execute tasks for before yielding back to Unity. Default is 0.5ms. Declaration public TimeSpan YieldAfterTime { get; set; } Property Value Type Description TimeSpan the amount of time to execute tasks for before yielding back to Unity Methods | Improve this Doc View Source Cancel() Cancels the scheduler. If the scheduler is currently executing tasks, that batch will finish first. All remaining tasks will be left in the queue. Declaration public void Cancel() Exceptions Type Condition ObjectDisposedException if this scheduler is disposed InvalidOperationException if the scheduler is not running | Improve this Doc View Source Coroutine() When used as a Unity coroutine, runs the scheduler. Otherwise, this is an invalid call. Declaration public IEnumerator Coroutine() Returns Type Description IEnumerator a Unity coroutine Remarks Do not ever call UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator) on this coroutine, nor UnityEngine.MonoBehaviour.StopAllCoroutines() on the behaviour hosting this coroutine. This has no way to detect this, and this object will become invalid. If you need to stop this coroutine, first call Cancel() , then wait for it to exit on its own. Exceptions Type Condition ObjectDisposedException if this scheduler is disposed InvalidOperationException if the scheduler is already running | Improve this Doc View Source Dispose() Disposes this object. This puts the object into an unusable state. Declaration public void Dispose() | Improve this Doc View Source Dispose(Boolean) Disposes this object. Declaration protected virtual void Dispose(bool disposing) Parameters Type Name Description Boolean disposing whether or not to dispose managed objects | Improve this Doc View Source GetScheduledTasks() Throws a NotSupportedException . Declaration protected override IEnumerable GetScheduledTasks() Returns Type Description IEnumerable < Task > nothing Overrides TaskScheduler.GetScheduledTasks() Exceptions Type Condition NotSupportedException Always. | Improve this Doc View Source QueueTask(Task) Queues a given Task to this scheduler. The Task must> be scheduled for this TaskScheduler by the runtime. Declaration protected override void QueueTask(Task task) Parameters Type Name Description Task task the Task to queue Overrides TaskScheduler.QueueTask(Task) Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. | Improve this Doc View Source TryExecuteTaskInline(Task, Boolean) Rejects any attempts to execute a task inline. Declaration protected override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued) Parameters Type Name Description Task task the task to attempt to execute Boolean taskWasPreviouslyQueued whether the task was previously queued to this scheduler Returns Type Description Boolean false Overrides TaskScheduler.TryExecuteTaskInline(Task, Boolean) Remarks This task scheduler always runs its tasks on the thread that it manages, therefore it doesn't make sense to run it inline. Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html",
"title": "Struct Synchronization.ReaderWriterLockSlimWriteLocker",
"keywords": "Struct Synchronization.ReaderWriterLockSlimWriteLocker A locker for a write lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockWrite(ReaderWriterLockSlim) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct ReaderWriterLockSlimWriteLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also Synchronization LockWrite(ReaderWriterLockSlim)"
},
"api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimUpgradableReadLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimUpgradableReadLocker.html",
"title": "Struct Synchronization.ReaderWriterLockSlimUpgradableReadLocker",
"keywords": "Struct Synchronization.ReaderWriterLockSlimUpgradableReadLocker A locker for an upgradable read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockReadUpgradable(ReaderWriterLockSlim) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct ReaderWriterLockSlimUpgradableReadLocker : IDisposable Methods | Improve this Doc View Source Upgrade() Creates a locker for a write lock on the ReaderWriterLockSlim associated with this locker, upgrading the current thread's lock. Declaration public Synchronization.ReaderWriterLockSlimWriteLocker Upgrade() Returns Type Description Synchronization.ReaderWriterLockSlimWriteLocker a locker for the new write lock See Also Synchronization Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also Synchronization LockReadUpgradable(ReaderWriterLockSlim)"
},
"api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimReadLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimReadLocker.html",
"title": "Struct Synchronization.ReaderWriterLockSlimReadLocker",
"keywords": "Struct Synchronization.ReaderWriterLockSlimReadLocker A locker for a read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockRead(ReaderWriterLockSlim) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct ReaderWriterLockSlimReadLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also Synchronization LockRead(ReaderWriterLockSlim)"
},
"api/IPA.Utilities.Async.Synchronization.MutexLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.MutexLocker.html",
"title": "Struct Synchronization.MutexLocker",
"keywords": "Struct Synchronization.MutexLocker A locker for a Mutex that automatically releases when it is disposed. Create this with Lock(Mutex) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct MutexLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also Synchronization Lock(Mutex)"
},
"api/IPA.Utilities.AlmostVersion.StoredAs.html": {
"href": "api/IPA.Utilities.AlmostVersion.StoredAs.html",
"title": "Enum AlmostVersion.StoredAs",
"keywords": "Enum AlmostVersion.StoredAs Represents a storage type of either parsed object or raw String . Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public enum StoredAs Fields Name Description SemVer The version was stored as a . String The version was stored as a String . Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
"api/IPA.RuntimeOptions.html": {
"href": "api/IPA.RuntimeOptions.html",
"title": "Enum RuntimeOptions",
"keywords": "Enum RuntimeOptions Options that a plugin must specify to describe how it expects to be run. Namespace : IPA Assembly : IPA.Loader.dll Syntax public enum RuntimeOptions Fields Name Description DynamicInit Indicates that this plugin supports runtime enabling and disabling. When this is set, the plugin may be disabled at reasonable points during runtime. As with SingleStartInit , it will be initialized and enabled with the game if it is enabled on startup, and disabled with the game if it is enabled on shutdown. When a plugin with this set is enabled mid-game, the first time it is enabled, its initialization methods will be called, then its enable methods. All subsequent enables will NOT re-initialize, however the enable methods will be called. When a plugin with this set is disabled mid-game, the plugin instance will NOT be destroyed, and will instead be re-used for subsequent enables. The plugin is expected to handle this gracefully, and behave in a way that makes sense. SingleStartInit Indicates that this plugin expects to be initialized and enabled with the game, and disabled with the game. With this option set, whether or not the plugin is disabled during a given run is constant for that entire run. See Also PluginAttribute InitAttribute OnEnableAttribute OnDisableAttribute OnStartAttribute OnExitAttribute Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
"api/IPA.PluginAttribute.html": {
"href": "api/IPA.PluginAttribute.html",
"title": "Class PluginAttribute",
"keywords": "Class PluginAttribute Marks a class as being a BSIPA plugin. Inheritance Object Attribute PluginAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)] public sealed class PluginAttribute : Attribute, _Attribute Constructors | Improve this Doc View Source PluginAttribute(RuntimeOptions) Initializes a PluginAttribute with the given RuntimeOptions to indicate the runtime capabilities of the plugin. Declaration public PluginAttribute(RuntimeOptions runtimeOptions) Parameters Type Name Description RuntimeOptions runtimeOptions the options to use for this plugin Properties | Improve this Doc View Source RuntimeOptions The RuntimeOptions passed into the constructor of this attribute. Declaration public RuntimeOptions RuntimeOptions { get; } Property Value Type Description RuntimeOptions Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also InitAttribute OnEnableAttribute OnDisableAttribute OnStartAttribute OnExitAttribute"
},
"api/IPA.OnStartAttribute.html": {
"href": "api/IPA.OnStartAttribute.html",
"title": "Class OnStartAttribute",
"keywords": "Class OnStartAttribute Indicates that the target method should be called when the game starts. Inheritance Object Attribute OnStartAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = false)] public sealed class OnStartAttribute : Attribute, _Attribute, IEdgeLifecycleAttribute Remarks This attribute is interchangable with OnEnableAttribute , and is treated identically. They are seperate to allow plugin code to more clearly describe the intent of the methods. Typically, this will be used when the RuntimeOptions parameter of the plugins's PluginAttribute is SingleStartInit . The method marked by this attribute will always be called from the Unity main thread. Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also PluginAttribute OnEnableAttribute"
},
"api/IPA.Old.IPlugin.html": {
"href": "api/IPA.Old.IPlugin.html",
"title": "Interface IPlugin",
"keywords": "Interface IPlugin Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed in Plugins. Namespace : IPA.Old Assembly : IPA.Loader.dll Syntax [Obsolete(\"When building plugins for Beat Saber, use IBeatSaberPlugin\")] public interface IPlugin Properties | Improve this Doc View Source Name Gets the name of the plugin. Declaration string Name { get; } Property Value Type Description String | Improve this Doc View Source Version Gets the version of the plugin. Declaration string Version { get; } Property Value Type Description String Methods | Improve this Doc View Source OnApplicationQuit() Gets invoked when the application is closed. Declaration void OnApplicationQuit() | Improve this Doc View Source OnApplicationStart() Gets invoked when the application is started. Declaration void OnApplicationStart() | Improve this Doc View Source OnFixedUpdate() Gets invoked on ever physics update. Declaration void OnFixedUpdate() | Improve this Doc View Source OnLevelWasInitialized(Int32) Gets invoked after the first update cycle after a level was loaded. Declaration void OnLevelWasInitialized(int level) Parameters Type Name Description Int32 level | Improve this Doc View Source OnLevelWasLoaded(Int32) Gets invoked whenever a level is loaded. Declaration void OnLevelWasLoaded(int level) Parameters Type Name Description Int32 level | Improve this Doc View Source OnUpdate() Gets invoked on every graphic update. Declaration void OnUpdate() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Old.IEnhancedPlugin.html": {
"href": "api/IPA.Old.IEnhancedPlugin.html",
"title": "Interface IEnhancedPlugin",
"keywords": "Interface IEnhancedPlugin An enhanced version of the standard IPA plugin. Inherited Members IPlugin.Name IPlugin.Version IPlugin.OnApplicationStart() IPlugin.OnApplicationQuit() IPlugin.OnLevelWasLoaded(Int32) IPlugin.OnLevelWasInitialized(Int32) IPlugin.OnUpdate() IPlugin.OnFixedUpdate() Namespace : IPA.Old Assembly : IPA.Loader.dll Syntax [Obsolete(\"When building plugins for Beat Saber, use IPA.IEnhancedPlugin\")] public interface IEnhancedPlugin : IPlugin Properties | Improve this Doc View Source Filter Gets a list of executables this plugin should be executed on (without the file ending) Declaration string[] Filter { get; } Property Value Type Description String [] Examples { \"PlayClub\", \"PlayClubStudio\" } Methods | Improve this Doc View Source OnLateUpdate() Called after Update. Declaration void OnLateUpdate() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Config.Stores.Converters.ISetConverter-2.html": {
"href": "api/IPA.Config.Stores.Converters.ISetConverter-2.html",
"title": "Class ISetConverter",
"keywords": "Class ISetConverter An ISetConverter which default constructs a converter for use as the value converter. Inheritance Object ValueConverter < ISet > CollectionConverter > ISetConverter ISetConverter Implements IValueConverter Inherited Members ISetConverter.Create(Int32, Object) CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(ISet, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(ISet, Object) ValueConverter>.ToValue(ISet, Object) ValueConverter>.FromValue(Value, Object) ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public sealed class ISetConverter : ISetConverter, IValueConverter where TConverter : ValueConverter, new() Type Parameters Name Description T the value type of the collection TConverter the type of the converter to use for T Constructors | Improve this Doc View Source ISetConverter() Creates an ISetConverter using a default constructed TConverter element type. Equivalent to calling ISetConverter(ValueConverter) with a default-constructed TConverter . Declaration public ISetConverter() See Also ISetConverter(ValueConverter) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also ISetConverter "
},
"api/IPA.Config.Stores.Converters.ISetConverter-1.html": {
"href": "api/IPA.Config.Stores.Converters.ISetConverter-1.html",
"title": "Class ISetConverter",
"keywords": "Class ISetConverter A CollectionConverter for an ISet , creating a HashSet when deserializing. Inheritance Object ValueConverter < ISet > CollectionConverter > ISetConverter ISetConverter Implements IValueConverter Inherited Members CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(ISet, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(ISet, Object) ValueConverter>.ToValue(ISet, Object) ValueConverter>.FromValue(Value, Object) ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public class ISetConverter : CollectionConverter>, IValueConverter Type Parameters Name Description T the element type of the ISet Constructors | Improve this Doc View Source ISetConverter() Creates an ISetConverter using the default converter for T . Declaration public ISetConverter() See Also CollectionConverter() | Improve this Doc View Source ISetConverter(ValueConverter) Creates an ISetConverter using the specified underlying converter for values. Declaration public ISetConverter(ValueConverter underlying) Parameters Type Name Description ValueConverter underlying the underlying ValueConverter to use for the values Methods | Improve this Doc View Source Create(Int32, Object) Creates a new ISet (a HashSet ) for deserialization. Declaration protected override ISet Create(int size, object parent) Parameters Type Name Description Int32 size the size to initialize it to Object parent the object that will own the new object Returns Type Description ISet the new ISet Overrides IPA.Config.Stores.Converters.CollectionConverter>.Create(System.Int32, System.Object) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also CollectionConverter "
},
"api/IPA.Config.Stores.Converters.CustomObjectConverter-1.html": {
"href": "api/IPA.Config.Stores.Converters.CustomObjectConverter-1.html",
"title": "Class CustomObjectConverter",
"keywords": "Class CustomObjectConverter A ValueConverter for objects normally serialized to config via Generated(Config, Boolean) . Inheritance Object ValueConverter CustomObjectConverter Implements IValueConverter Inherited Members ValueConverter.IValueConverter.ToValue(Object, Object) ValueConverter.IValueConverter.FromValue(Value, Object) ValueConverter.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public class CustomObjectConverter : ValueConverter, IValueConverter where T : class Type Parameters Name Description T the same type parameter that would be passed into Generated(Config, Boolean) Methods | Improve this Doc View Source Deserialize(Value, Object) Deserializes value into a T with the given parent . Declaration public static T Deserialize(Value value, object parent) Parameters Type Name Description Value value the Value to deserialize Object parent the parent object that will own the deserialized value Returns Type Description T the deserialized value See Also FromValue ( Value , Object ) | Improve this Doc View Source FromValue(Value, Object) Deserializes value into a T with the given parent . Declaration public override T FromValue(Value value, object parent) Parameters Type Name Description Value value the Value to deserialize Object parent the parent object that will own the deserialized value Returns Type Description T the deserialized value Overrides IPA.Config.Stores.ValueConverter.FromValue(IPA.Config.Data.Value, System.Object) See Also FromValue ( Value , Object ) | Improve this Doc View Source Serialize(T, Object) Serializes obj into a Value structure, given parent . Declaration public static Value Serialize(T obj, object parent) Parameters Type Name Description T obj the object to serialize Object parent the parent object that owns obj Returns Type Description Value the Value tree that represents obj See Also ToValue (T, Object ) | Improve this Doc View Source ToValue(T, Object) Serializes obj into a Value structure, given parent . Declaration public override Value ToValue(T obj, object parent) Parameters Type Name Description T obj the object to serialize Object parent the parent object that owns obj Returns Type Description Value the Value tree that represents obj Overrides IPA.Config.Stores.ValueConverter.ToValue(T, System.Object) See Also ToValue (T, Object ) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also Generated ( Config , Boolean )"
},
"api/IPA.Config.Stores.Converters.Converter.html": {
"href": "api/IPA.Config.Stores.Converters.Converter.html",
"title": "Class Converter",
"keywords": "Class Converter Provides utility functions for custom converters. Inheritance Object Converter Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public static class Converter Methods | Improve this Doc View Source FloatValue(Value) Gets the floaing point value of a Value , coercing an Integer if necessary, or null if val is not an Integer or FloatingPoint . Declaration public static decimal? FloatValue(Value val) Parameters Type Name Description Value val the Value to get the floaing point value of Returns Type Description Nullable < Decimal > the floaing point value of val , or null | Improve this Doc View Source IntValue(Value) Gets the integral value of a Value , coercing a FloatingPoint if necessary, or null if val is not an Integer or FloatingPoint . Declaration public static long? IntValue(Value val) Parameters Type Name Description Value val the Value to get the integral value of Returns Type Description Nullable < Int64 > the integral value of val , or null"
},
"api/IPA.Config.Stores.Converters.CollectionConverter-2.html": {
"href": "api/IPA.Config.Stores.Converters.CollectionConverter-2.html",
"title": "Class CollectionConverter",
"keywords": "Class CollectionConverter A base class for all ICollection type converters, providing most of the functionality. Inheritance Object ValueConverter CollectionConverter CollectionConverter IListConverter ISetConverter ListConverter Implements IValueConverter Inherited Members ValueConverter.IValueConverter.ToValue(Object, Object) ValueConverter.IValueConverter.FromValue(Value, Object) ValueConverter.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public class CollectionConverter : ValueConverter, IValueConverter where TCollection : ICollection Type Parameters Name Description T the type of the items in the collection TCollection the instantiated type of collection Constructors | Improve this Doc View Source CollectionConverter() Creates a CollectionConverter using the default converter for the element type. Equivalent to calling CollectionConverter(ValueConverter) with Default . Declaration public CollectionConverter() See Also CollectionConverter(ValueConverter) | Improve this Doc View Source CollectionConverter(ValueConverter) Creates a CollectionConverter using the specified underlying converter. Declaration public CollectionConverter(ValueConverter underlying) Parameters Type Name Description ValueConverter underlying the ValueConverter to use to convert the values Properties | Improve this Doc View Source BaseConverter Gets the converter for the collection's value type. Declaration protected ValueConverter BaseConverter { get; } Property Value Type Description ValueConverter Methods | Improve this Doc View Source Create(Int32, Object) Creates a collection of type TCollection using the size and parent . Declaration protected virtual TCollection Create(int size, object parent) Parameters Type Name Description Int32 size the initial size of the collecion Object parent the object that will own the new collection Returns Type Description TCollection a new instance of TCollection See Also FromValue ( Value , Object ) | Improve this Doc View Source FromValue(Value, Object) Deserializes a List in value into a new TCollection owned by parent . Declaration public override TCollection FromValue(Value value, object parent) Parameters Type Name Description Value value the List to convert to a TCollection Object parent the object that will own the resulting TCollection Returns Type Description TCollection a new TCollection holding the deserialized content of value Overrides IPA.Config.Stores.ValueConverter.FromValue(IPA.Config.Data.Value, System.Object) See Also FromValue ( Value , Object ) | Improve this Doc View Source PopulateFromValue(TCollection, List, Object) Populates the colleciton col with the deserialized values from list with the parent parent . Declaration protected void PopulateFromValue(TCollection col, List list, object parent) Parameters Type Name Description TCollection col the collection to populate List list the values to populate it with Object parent the object that will own the new objects See Also FromValue ( Value , Object ) | Improve this Doc View Source ToValue(TCollection, Object) Serializes a TCollection into a List . Declaration public override Value ToValue(TCollection obj, object parent) Parameters Type Name Description TCollection obj the TCollection to serialize Object parent the object owning obj Returns Type Description Value the List that obj was serialized into Overrides IPA.Config.Stores.ValueConverter.ToValue(TCollection, System.Object) See Also ToValue (T, Object ) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Config.Stores.Attributes.html": {
"href": "api/IPA.Config.Stores.Attributes.html",
"title": "",
"keywords": "Classes IgnoreAttribute Causes a field or property in an object being wrapped by Generated(Config, Boolean) to be ignored during serialization and deserialization. NonNullableAttribute Indicates that a field or property in an object being wrapped by Generated(Config, Boolean) that would otherwise be nullable (i.e. a reference type or a Nullable type) should never be null, and the member will be ignored if the deserialized value is null . NotifyPropertyChangesAttribute Indicates that the generated subclass of the attribute's target should implement INotifyPropertyChanged . If the type this is applied to already inherits it, this is implied. SerializedNameAttribute Specifies a name for the serialized field or property in an object being wrapped by Generated(Config, Boolean) that is different from the member name itself. UseConverterAttribute Indicates that a given field or property in an object being wrapped by Generated(Config, Boolean) should be serialized and deserialized using the provided converter instead of the default mechanism."
},
"api/IPA.Config.Stores.Attributes.NotifyPropertyChangesAttribute.html": {
"href": "api/IPA.Config.Stores.Attributes.NotifyPropertyChangesAttribute.html",
"title": "Class NotifyPropertyChangesAttribute",
"keywords": "Class NotifyPropertyChangesAttribute Indicates that the generated subclass of the attribute's target should implement INotifyPropertyChanged . If the type this is applied to already inherits it, this is implied. Inheritance Object Attribute NotifyPropertyChangesAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Attributes Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] public sealed class NotifyPropertyChangesAttribute : Attribute, _Attribute Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Config.Stores.Attributes.NonNullableAttribute.html": {
"href": "api/IPA.Config.Stores.Attributes.NonNullableAttribute.html",
"title": "Class NonNullableAttribute",
"keywords": "Class NonNullableAttribute Indicates that a field or property in an object being wrapped by Generated(Config, Boolean) that would otherwise be nullable (i.e. a reference type or a Nullable