using UnityEngine.SceneManagement;
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namespace IPA
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{
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/// <summary>
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/// Interface for BSIPA plugins. Every class that implements this will be loaded if the DLL is placed at
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/// <install dir>/Plugins.
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/// </summary>
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public interface IPlugin : _IPlugin
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{
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/// <summary>
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/// Called when a plugin is enabled. This is where you should set up Harmony patches and the like.
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/// </summary>
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/// <remarks>
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/// This will be called after Init, and will be called when the plugin loads normally too.
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/// When a plugin is disabled at startup, neither this nor Init will be called until it is enabled.
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///
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/// Init will only ever be called once.
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/// </remarks>
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void OnEnable();
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}
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/// <summary>
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/// An interface for providing compatability with BSIPA 3.x.x. Do not use.
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/// </summary>
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public interface _IPlugin {
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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 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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/// <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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}
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}
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