using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine.SceneManagement;
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namespace IllusionPlugin
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{
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/// <summary>
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/// Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed at
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/// data/Managed/Plugins.
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/// </summary>
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public interface IPlugin
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{
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/// <summary>
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/// Gets the name of the plugin.
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/// </summary>
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string Name { get; }
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/// <summary>
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/// Gets the version of the plugin.
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/// </summary>
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string Version { get; }
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/// <summary>
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/// Gets invoked when the application is started.
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/// </summary>
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void OnApplicationStart();
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/// <summary>
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/// Gets invoked when the application is closed.
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/// </summary>
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void OnApplicationQuit();
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/// <summary>
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/// Gets invoked whenever a scene is loaded.
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/// </summary>
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/// <param name="scene">The scene currently loaded</param>
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/// <param name="sceneMode">The type of loading</param>
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void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode);
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/// <summary>
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/// Gets invoked whenever a scene is unloaded
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/// </summary>
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/// <param name="scene">The unloaded scene</param>
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void OnSceneUnloaded(Scene scene);
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/// <summary>
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/// Gets invoked whenever a scene is changed
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/// </summary>
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/// <param name="prevScene">The Scene that was previously loaded</param>
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/// <param name="nextScene">The Scene being loaded</param>
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void OnActiveSceneChanged(Scene prevScene, Scene nextScene);
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/// <summary>
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/// Gets invoked on every graphic update.
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/// </summary>
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void OnUpdate();
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/// <summary>
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/// Gets invoked on ever physics update.
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/// </summary>
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void OnFixedUpdate();
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}
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}
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