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using UnityEngine.SceneManagement;
namespace IPA
{
/// <summary>
/// Interface for BSIPA plugins. Every class that implements this will be loaded if the DLL is placed at
/// &lt;install dir&gt;/Plugins.
/// </summary>
/// <remarks>
/// Mods implemented with this interface should handle being enabled at runtime properly, unless marked
/// with the "no-runtime-enable" feature.
/// </remarks>
public interface IPlugin
{
/// <summary>
/// Called when a plugin is enabled. This is where you should set up Harmony patches and the like.
/// </summary>
/// <remarks>
/// This will be called after Init, and will be called when the plugin loads normally too.
/// When a plugin is disabled at startup, neither this nor Init will be called until it is enabled.
///
/// Init will only ever be called once.
/// </remarks>
void OnEnable();
/// <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);
}
}