using IPA;
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using UnityEngine.SceneManagement;
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using IPALogger = IPA.Logging.Logger;
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using BSIPA_ModList.UI;
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using UnityEngine;
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using IPA.Logging;
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using BSIPA_ModList.UI.ViewControllers;
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using System.Collections;
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using IPA.Loader;
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using IPA.Config;
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using IPA.Utilities;
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using System;
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namespace BSIPA_ModList
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{
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internal static class Logger
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{
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internal static IPALogger log { get; set; }
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internal static IPALogger md => log.GetChildLogger("MarkDown");
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}
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internal class SelfConfig
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{
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public bool Regenerate = true;
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public bool ShowEnableDisable = false;
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}
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/// <summary>
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/// The main plugin type for the in-game mod list mod.
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/// </summary>
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internal class Plugin : IPlugin
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{
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internal static IConfigProvider provider;
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internal static Ref<SelfConfig> config;
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internal static event Action<SelfConfig> OnConfigChaned;
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/// <summary>
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/// Initializes the plugin with certain parameters. Is only called once.
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///
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/// This is called by the plugin loader in BSIPA, and thus must be <see langword="public"/>.
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/// </summary>
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/// <param name="logger">a logger to initialize the plugin with</param>
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public void Init(IPALogger logger, IConfigProvider provider)
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{
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Logger.log = logger;
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Plugin.provider = provider;
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config = provider.MakeLink<SelfConfig>((p, r) =>
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{
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if (r.Value.Regenerate)
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p.Store(r.Value = new SelfConfig { Regenerate = false });
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OnConfigChaned?.Invoke(r.Value);
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});
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IPA.Updating.BeatMods.Updater.ModListPresent = true;
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// Load resources ahead of time
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MarkdownView.StartLoadResourcesAsync();
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SharedCoroutineStarter.instance.StartCoroutine(LoadPluginIcons());
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}
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public void OnActiveSceneChanged(Scene prevScene, Scene nextScene)
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{
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}
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public void OnApplicationQuit()
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{
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}
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public void OnApplicationStart()
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{
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}
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private static IEnumerator LoadPluginIcons()
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{
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foreach (var p in PluginManager.AllPlugins)
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{
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yield return null;
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Logger.log.Debug($"Loading icon for {p.Metadata.Name}");
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var _ = p.Metadata.GetIcon();
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}
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}
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public void OnFixedUpdate()
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{
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}
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public void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
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{
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if (scene.name == "MenuCore")
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{
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FloatingNotification.Create();
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if (ButtonUI.Instance == null)
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new GameObject("BSIPA Mod List Object").AddComponent<ButtonUI>().Init();
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if (WarningUI.Instance == null)
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new GameObject("BSIPA Mod List Warning UI").AddComponent<WarningUI>().Init();
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}
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}
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public void OnSceneUnloaded(Scene scene)
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{
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}
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public void OnUpdate()
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{
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}
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public void OnEnable()
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{
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}
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}
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}
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