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using IllusionPlugin.BeatSaber;
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine.SceneManagement;
namespace IllusionPlugin
{
/// <summary>
/// Interface for Beat Saber plugins. Every class that implements this will be loaded if the DLL is placed at
/// data/Managed/Plugins.
/// </summary>
public interface IBeatSaberPlugin
{
/// <summary>
/// Gets the name of the plugin.
/// </summary>
string Name { get; }
/// <summary>
/// Gets the version of the plugin.
/// </summary>
string Version { get; }
#if OLD_UPDATER
/// <summary>
/// The URI to the update script for the plugin. May be <see langword="null"/>.
/// Actually tho this does nothing I just don't want to try to remove it completely
/// </summary>
Uri UpdateUri { get; }
#endif
/// <summary>
/// Gets the info for the Modsaber release of this plugin.
/// </summary>
ModsaberModInfo ModInfo { get; }
/// <summary>
/// Gets invoked when the application is started.
/// </summary>
void OnApplicationStart();
/// <summary>
/// Gets invoked when the application is closed.
/// </summary>
void OnApplicationQuit();
/// <summary>
/// Gets invoked on every graphic update.
/// </summary>
void OnUpdate();
/// <summary>
/// Gets invoked on ever physics update.
/// </summary>
void OnFixedUpdate();
/// <summary>
/// Gets invoked whenever a scene is loaded.
/// </summary>
/// <param name="scene">The scene currently loaded</param>
/// <param name="sceneMode">The type of loading</param>
void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode);
/// <summary>
/// Gets invoked whenever a scene is unloaded
/// </summary>
/// <param name="scene">The unloaded scene</param>
void OnSceneUnloaded(Scene scene);
/// <summary>
/// Gets invoked whenever a scene is changed
/// </summary>
/// <param name="prevScene">The Scene that was previously loaded</param>
/// <param name="nextScene">The Scene being loaded</param>
void OnActiveSceneChanged(Scene prevScene, Scene nextScene);
}
}