3815 lines
196 KiB
XML
3815 lines
196 KiB
XML
<?xml version="1.0"?>
|
|
<doc>
|
|
<assembly>
|
|
<name>UMod</name>
|
|
</assembly>
|
|
<members>
|
|
<member name="T:UMod.Bridge.ModAsset">
|
|
<summary>
|
|
A mod asset represents a loadable asset type that has been built into the mod.
|
|
Assets can be anything from prefabs to texures or materials.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.AssetID">
|
|
<summary>
|
|
Get the unique asset id for this mod asset.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.FullName">
|
|
<summary>
|
|
Returns the full path of the asset relative to the project folder of the exporter.
|
|
Note that the extension of the asset is also included.
|
|
A valid example path would be: 'assets/testmod/cube.prefab', where 'testmod' represents the export mod
|
|
folder.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.RelativeName">
|
|
<summary>
|
|
Returns the asset path relative to the export mod folder without the extension.
|
|
For example: An asset with the full name 'assets/testmod/sub/cube.prefab' will have the relative name
|
|
'sub/cube'.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.Name">
|
|
<summary>
|
|
Returns the name of the asset.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.Extension">
|
|
<summary>
|
|
Returns the file extension for the asset, For example '.prefab'.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.IsLoaded">
|
|
<summary>
|
|
Returns true if this asset is currently loaded or false if it is not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.IsAlive">
|
|
<summary>
|
|
It is possible for a
|
|
<see cref="T:UMod.Bridge.ModAsset"/>
|
|
to outlive a mod host in which case the asset it was referencing becomes unavailable.
|
|
This property will return true if the asset is alive and loadable indicating that the mod host owning
|
|
the assets is also still loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Bridge.ModAsset.AssetObject">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UnityEngine.Object"/>
|
|
associated with this asset.
|
|
If the asset is not loaded then it will be loaded automatically meaning the return value should never be
|
|
null.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Bridge.ModAsset.ToString">
|
|
<summary>
|
|
Override ToString.
|
|
</summary>
|
|
<returns>A string representation of the mod asset including the relative name</returns>
|
|
</member>
|
|
<member name="M:UMod.Bridge.ModAsset.Load(System.Boolean)">
|
|
<summary>
|
|
Attempts to load this
|
|
<see cref="T:UMod.Bridge.ModAsset"/>
|
|
from the mod.
|
|
</summary>
|
|
<param name="allowCaching">When true, if the asset has already been loaded then a cached instance will be
|
|
returned to avoid reloading
|
|
</param>
|
|
<returns>The loaded asset</returns>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
|
|
</member>
|
|
<member name="M:UMod.Bridge.ModAsset.Load``1(System.Boolean)">
|
|
<summary>
|
|
Attempts to load this
|
|
<see cref="T:UMod.Bridge.ModAsset"/>
|
|
as the specified generic type.
|
|
</summary>
|
|
<typeparam name="T">The generic type to load the asset as</typeparam>
|
|
<param name="allowCaching">When true, if the asset has already been loaded then a cached instance will be
|
|
returned to avoid reloading
|
|
</param>
|
|
<returns>The loaded asset as the generic type</returns>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
|
|
</member>
|
|
<member name="M:UMod.Bridge.ModAsset.LoadAsync(System.Boolean)">
|
|
<summary>
|
|
Attempts to load this
|
|
<see cref="T:UMod.IModAsset"/>
|
|
from the mod asynchronously.
|
|
</summary>
|
|
<param name="allowCaching">When true, if the asset has already been loaded then a cached instance will be
|
|
reused
|
|
</param>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
|
|
</member>
|
|
<member name="M:UMod.Bridge.ModAsset.LoadAsync``1(System.Boolean)">
|
|
<summary>
|
|
Attempts to load this
|
|
<see cref="T:UMod.IModAsset"/>
|
|
from the mod asynchronously and pass the result to the callback method as the specified generic type.
|
|
</summary>
|
|
<typeparam name="T">The generic type to load the asset as</typeparam>
|
|
<param name="allowCaching">When true, if the asset has already been loaded than a cached instance will be
|
|
reused
|
|
</param>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
|
|
</member>
|
|
<member name="T:UMod.Bridge.ModAssets">
|
|
<summary>
|
|
Responsible for handling loading requests by the modder as well as loading requests issues directly
|
|
through the mod
|
|
host
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Bridge.ScriptSecurityHandler">
|
|
<summary>
|
|
Represents the loaded permissions as assigned by the develope in the unity editor
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Debugging.ModDebugLogType">
|
|
<summary>
|
|
An enum value representing the type of log message.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Debugging.ModDebugLogType.Message">
|
|
<summary>
|
|
The log is information.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Debugging.ModDebugLogType.Warning">
|
|
<summary>
|
|
The log is a warning.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Debugging.ModDebugLogType.Error">
|
|
<summary>
|
|
The log is an error.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Debugging.ModDebugLogType.Exception">
|
|
<summary>
|
|
The log is an exception.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Debugging.IModDebugReceiver">
|
|
<summary>
|
|
This interface should be implemented when a custom log handler is required.
|
|
Use
|
|
<see cref="M:UMod.Debugging.ModDebugHandler.AddReceiver(UMod.Debugging.IModDebugReceiver)"/>
|
|
to register the implementation with a<see cref="P:UMod.ModHost.DebugHandler"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Debugging.IModDebugReceiver.OnModDebugLog(System.DateTime,UMod.IModNameInfo,UMod.Debugging.ModDebugLogType,UMod.Debugging.ModDebugLogMessage)">
|
|
<summary>
|
|
Called by the active
|
|
<see cref="T:UMod.Debugging.ModDebugHandler"/>
|
|
for the current mod when a message should be logged.
|
|
</summary>
|
|
<param name="logTime">The time that the log message was generated</param>
|
|
<param name="mod">The name info for the mod that generated the log</param>
|
|
<param name="type">The type of the log message</param>
|
|
<param name="msg">The content of the message</param>
|
|
</member>
|
|
<member name="T:UMod.Debugging.ModDebugHandler">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Debugging.ModDebugHandler"/>
|
|
is a dedicated log handler which is associated with a
|
|
<see cref="T:UMod.ModHost"/>
|
|
and can be used to log messages in a mod specific context.
|
|
You are also able to register any number of log receivers to handle how the logged data is used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugHandler.Receivers">
|
|
<summary>
|
|
Get an enumerable collection of all registered
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
instances.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugHandler.ReceiverCount">
|
|
<summary>
|
|
Get the number of
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
registered with this handler.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugHandler.UseStackTrace">
|
|
<summary>
|
|
Should the handler generate a stack trace for each logged message.
|
|
By default, stack traces are enabled.
|
|
note that generating a stack trace for each log message will have an small impact on performance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.AddReceiver(UMod.Debugging.IModDebugReceiver)">
|
|
<summary>
|
|
Add the specified
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
to this handler in order to recieve logged messages.
|
|
</summary>
|
|
<param name="receiver">The
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
instance to add
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.RemoveReceiver(UMod.Debugging.IModDebugReceiver)">
|
|
<summary>
|
|
Remove the specified
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
from this handler.
|
|
</summary>
|
|
<param name="receiver">The
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
instance to remove
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.RemoveAllReceivers">
|
|
<summary>
|
|
Causes all registered
|
|
<see cref="T:UMod.Debugging.IModDebugReceiver"/>
|
|
instances to be removed from this handler.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogMessage(System.String)">
|
|
<summary>
|
|
Log a message to the debug handler.
|
|
</summary>
|
|
<param name="message">The message to log</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogMessage(System.String,System.Object[])">
|
|
<summary>
|
|
Log a message to the debug handler.
|
|
</summary>
|
|
<param name="format">The format of the message</param>
|
|
<param name="args">The arguments to be formatted</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogWarning(System.String)">
|
|
<summary>
|
|
Log a warning to the debug handler.
|
|
</summary>
|
|
<param name="message">The message to log</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogWarning(System.String,System.Object[])">
|
|
<summary>
|
|
Log a warning to the debug handler.
|
|
</summary>
|
|
<param name="format">The format of the message</param>
|
|
<param name="args">The arguments to be formatted</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogError(System.String)">
|
|
<summary>
|
|
Log an error to the debug handler.
|
|
</summary>
|
|
<param name="message">The message to log</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogError(System.String,System.Object[])">
|
|
<summary>
|
|
Log an error to the debug handler.
|
|
</summary>
|
|
<param name="format">The format of the message</param>
|
|
<param name="args">The arguments to be formatted</param>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugHandler.LogException(System.Exception)">
|
|
<summary>
|
|
Log an exception to the debug handler.
|
|
</summary>
|
|
<param name="e">The exception to log</param>
|
|
</member>
|
|
<member name="T:UMod.Debugging.ModDebugLogMessage">
|
|
<summary>
|
|
Represents a message that has been logged by a<see cref="T:UMod.Debugging.ModDebugHandler"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugLogMessage.Type">
|
|
<summary>
|
|
Get the type of the message.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugLogMessage.Message">
|
|
<summary>
|
|
Get the content of the message.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugLogMessage.StackTrace">
|
|
<summary>
|
|
Get the stack trace for the message.
|
|
If a stack trace was not generated then this value will be null.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugLogMessage.ThrownException">
|
|
<summary>
|
|
Get the exception that was thrown.
|
|
If an exception was not thrown then this value will be null.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugLogMessage.HasStackTrace">
|
|
<summary>
|
|
Returns true if this message has a stack trace available.
|
|
Use
|
|
<see cref="P:UMod.Debugging.ModDebugLogMessage.StackTrace"/>
|
|
to access the stack trace.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Debugging.ModDebugLogMessage.HasException">
|
|
<summary>
|
|
Returns true if this message has an exception available.
|
|
use
|
|
<see cref="P:UMod.Debugging.ModDebugLogMessage.ThrownException"/>
|
|
to access the exception.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Debugging.ModDebugLogMessage.ToString">
|
|
<summary>
|
|
Override implementation of<see cref="M:UMod.Debugging.ModDebugLogMessage.ToString"/>.
|
|
</summary>
|
|
<returns>A string representation of this instance</returns>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableComponentContent">
|
|
<summary>
|
|
Moddable content info that is used to store or retrieve component asset information.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableComponentContent.Content">
|
|
<summary>
|
|
The asset content for the target component.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableComponentContent.ContentIndex">
|
|
<summary>
|
|
The index for the asset content indicating where the asset should be stored in the target components
|
|
asset array.
|
|
This value will be set to '-1' for components that only accept a single source asset.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableComponentContent.ContentHasIndex">
|
|
<summary>
|
|
Returns a value indicating whether the content should be applied at a specific index.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableComponentContent.#ctor(UnityEngine.Object)">
|
|
<summary>
|
|
Create new moddable component content from the specified source asset
|
|
</summary>
|
|
<param name="content">The asset content</param>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableComponentContent.#ctor(UnityEngine.Object,System.Int32)">
|
|
<summary>
|
|
Create new moddable component content for the specified source asset with a target array index value.
|
|
</summary>
|
|
<param name="content">The asset content</param>
|
|
<param name="contentIndex">The asset array index or '-1' if the asset should be assigned to the default
|
|
asset slot
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableComponentContent.GetContentAs``1">
|
|
<summary>
|
|
Try to get the asset content as the specified generic type.
|
|
</summary>
|
|
<typeparam name="T">The generic type to return the asset content as</typeparam>
|
|
<returns>The asset content as the specified generic type or null if the asset content could not be converted
|
|
to the generic type
|
|
</returns>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableContent">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Moddable.ModdableContent"/>
|
|
component can be attached to a scene game object or a prefab and allows a single component to be
|
|
moddable be swapping its source asset(s) with equivilent modded content.
|
|
Modders are able to create new asset content in their mods such as materials, textures and more. These
|
|
assets can then be placed in specific folders with specific names relating to the target game
|
|
object/prefab that they intend to modify.
|
|
The target folder and asset name is dictated by the
|
|
<see cref="T:UMod.Settings.NamingSettings"/>
|
|
naming scheme which is auto generated when moddable content components are added to the scene.
|
|
The developer will have the option to modify the naming scheme via the UMod Settings window.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableContent.ModdableSettingsSource">
|
|
<summary>
|
|
Where the moddable component should get its configuration settings from.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableSettingsSource.UseSettings">
|
|
<summary>
|
|
Use the global uMod moddable settings accessible via the UModSettings window.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableSettingsSource.Custom">
|
|
<summary>
|
|
Use custom settings as defined on the individual component.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableContent.ModdableAssetType">
|
|
<summary>
|
|
The type of asset that is moddable on the target component.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableAssetType.Mesh">
|
|
<summary>
|
|
The mesh asset of the target component is moddable.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableAssetType.Model">
|
|
<summary>
|
|
The mesh asset of the target component is moddable via a modded prefab mesh.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableAssetType.Material">
|
|
<summary>
|
|
The material asset of the target componet is moddable.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableAssetType.Texture">
|
|
<summary>
|
|
The texture asset of the target component is moddable.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableAssetType.AnimatorController">
|
|
<summary>
|
|
The animator controller asset of the target component is moddable.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableContent.ModdableConflictBehaviour">
|
|
<summary>
|
|
Conflit behaviour that specifies what should happen when one or more mods with identical moddable
|
|
content are loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableConflictBehaviour.FirstLoaded">
|
|
<summary>
|
|
The first mod loaded with the matching moddable content will obtain the right to modify the game object
|
|
content.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableConflictBehaviour.LastLoaded">
|
|
<summary>
|
|
Any mods that are loaded after the content has already been modified will obtain the right to modify the
|
|
game object content.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableConflictBehaviour.RevertDefault">
|
|
<summary>
|
|
Revert to the default asset that was used when the game loaded prior to applying any mod content.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableContent.ModdableUnloadBehaviour">
|
|
<summary>
|
|
Unload behaviour that specifies what should happen when the mod owning the moddable content will be
|
|
unloaded.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableUnloadBehaviour.RevertDefault">
|
|
<summary>
|
|
When the owning mod is unloaded any modded content will be reverted to the initial asset.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableUnloadBehaviour.RevertConflictingModOrDefault">
|
|
<summary>
|
|
When the owning mod is unloaded, any modded content will be reverted and any previously conflicting
|
|
content from another mod with the same assets references will be loaded in place.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.ModdableUnloadBehaviour.DoNothing">
|
|
<summary>
|
|
Leave all asset references as they are. This may cause objects to be rendered in magenta as materials
|
|
and shareds are unloaded etc.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.moddableSettings">
|
|
<summary>
|
|
Detemrines whether this component will use the global settings for moddable behaviour of use custom
|
|
settings as defined on the component.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.conflictBehaviour">
|
|
<summary>
|
|
The
|
|
<see cref="T:UMod.Moddable.ModdableContent.ModdableConflictBehaviour"/>
|
|
that should occur when one or more mods with the same target moddable content are loaded.
|
|
</summary>
|
|
</member>
|
|
<!-- Badly formed XML comment ignored for member "F:UMod.Moddable.ModdableContent.unloadBehaviour" -->
|
|
<member name="F:UMod.Moddable.ModdableContent.allowAssetIndexing">
|
|
<summary>
|
|
When enabled, mod assets can append array indexing syntax '[...]' to the end of thier file names in
|
|
order to indicate that a certain asset should be assigned to the specified index.
|
|
This can be useful for material and texture assets where more that one asset could be assinged to a
|
|
single object.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.revertContentOnDestroy">
|
|
<summary>
|
|
When enabled, any moddable content that was applied via this component will be reverted to the original
|
|
asset when the component is destroyed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.assetType">
|
|
<summary>
|
|
The
|
|
<see cref="T:UMod.Moddable.ModdableContent.ModdableAssetType"/>
|
|
that can be modified on the target component.
|
|
This asset type must match the componentes accepted asset type. For example: A mesh filter component
|
|
could accept a Mesh asset.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.targetModdableComponent">
|
|
<summary>
|
|
The target component that can be modified.
|
|
The specified component must be compatible with the target asset type.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.autoApplyContent">
|
|
<summary>
|
|
When enabled, the moddable content will automatically be applied when the scene is loaded or when a new
|
|
mod is loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Moddable.ModdableContent.loadContentAsync">
|
|
<summary>
|
|
When enabled, all content loading will be performed asynchronously to prevent blocking the main thread.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableContent.ObjectReference">
|
|
<summary>
|
|
The
|
|
<see cref="T:UMod.Moddable.ModdableObjectReference"/>
|
|
that uniquley identifies the parent gamne object in the moddable naming scheme.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableContent.ConflictBehaviour">
|
|
<summary>
|
|
Return the conflict behaviour for this component based on
|
|
<see cref="F:UMod.Moddable.ModdableContent.moddableSettings"/>
|
|
value.
|
|
When in editor mode (Not playing), this property will always return the value of<see
|
|
cref="F:UMod.Moddable.ModdableContent.conflictBehaviour"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableContent.UnloadBehaviour">
|
|
<summary>
|
|
Return the unload behaviour for this component based on
|
|
<see cref="F:UMod.Moddable.ModdableContent.moddableSettings"/>
|
|
value.
|
|
When in editor mode (Not playing), this proeprty will always return the value of<see
|
|
cref="F:UMod.Moddable.ModdableContent.unloadBehaviour"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableContent.AllowAssetIndexing">
|
|
<summary>
|
|
Return a value indicating whether asset indexing is allowed for this component based on
|
|
<see cref="F:UMod.Moddable.ModdableContent.moddableSettings"/>
|
|
value.
|
|
When in editor mode (Not playing), this property will always return the value of<see
|
|
cref="F:UMod.Moddable.ModdableContent.allowAssetIndexing"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableContent.RevertContentOnDestroy">
|
|
<summary>
|
|
Return a value indicating whether modded content should be reverted to default for this component when
|
|
it is destroyed base on
|
|
<see cref="F:UMod.Moddable.ModdableContent.moddableSettings"/>
|
|
value.
|
|
When in editor mode (Not playing), this property will always return the value of<see
|
|
cref="F:UMod.Moddable.ModdableContent.revertContentOnDestroy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.Awake">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.Start">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.OnDestroy">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.Reset">
|
|
<summary>
|
|
Called by Unity editor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.OnValidate">
|
|
<summary>
|
|
Called by Unity editor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.OnModLoaded(UMod.ModHost)">
|
|
<summary>
|
|
Called when a new mod has been loaded by uMod.
|
|
</summary>
|
|
<param name="host">The
|
|
<see cref="T:UMod.ModHost"/>
|
|
of the newly loaded mod
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.OnModWillUnload(UMod.ModHost)">
|
|
<summary>
|
|
Called when then owning mod host is about to be unloaded.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.ApplyModdableContent">
|
|
<summary>
|
|
Attempt to apply moddable content from any loaded mods with matching mod content.
|
|
Conflicts will be handled based on the
|
|
<see cref="P:UMod.Moddable.ModdableContent.ConflictBehaviour"/>
|
|
value.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.ApplyModdableContent(UMod.ModHost[])">
|
|
<summary>
|
|
Attempt to apply moddable content from the specified loaded mods wtih matching content.
|
|
All mod hosts passed to this method should have a valid mod loaded otherwise they will be ignored.
|
|
Conflicts will be handled based on the
|
|
<see cref="P:UMod.Moddable.ModdableContent.ConflictBehaviour"/>
|
|
value.
|
|
</summary>
|
|
<param name="targetMods">An array of
|
|
<see cref="T:UMod.ModHost"/>
|
|
to check for suitable moddable content
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.RevertModdableContent">
|
|
<summary>
|
|
Attempt to revert any applied moddable content to use the original game assets.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.GetAppliedContent">
|
|
<summary>
|
|
Return the first applied moddable content for the target component or null if no moddable content has
|
|
been applied.
|
|
</summary>
|
|
<returns>A
|
|
<see cref="T:UMod.Moddable.AppliedModdableContent"/>
|
|
representing the applied mod content
|
|
</returns>
|
|
</member>
|
|
<!-- Badly formed XML comment ignored for member "M:UMod.Moddable.ModdableContent.GetAppliedContentWithIndex(System.Int32)" -->
|
|
<member name="M:UMod.Moddable.ModdableContent.GetAllAppliedContent">
|
|
<summary>
|
|
Return an array of all applied moddable content.
|
|
</summary>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Moddable.AppliedModdableContent"/>
|
|
representing all applied content or an empty array if no moddable content has been applied
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.GetInitialComponentContent(System.Int32)">
|
|
<summary>
|
|
Attempt to get the original initial game asset that was assigned to the target component on startup at
|
|
the specified array index.
|
|
Use '-1' when the target component does not support more than one asset or to get the default asset for
|
|
the component.
|
|
</summary>
|
|
<param name="index">The array index value where the content was retrieved from</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Moddable.ModdableComponentContent"/>
|
|
instance representing the initial content of the target component for the specified index value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.OnWillReplaceContent(UnityEngine.Component,UMod.Moddable.ModdableComponentContent)">
|
|
<summary>
|
|
Called when the target component will have its asset content modded.
|
|
</summary>
|
|
<param name="targetComponent">The target component that will be modified</param>
|
|
<param name="content">The new moddable content that will be applied to the component</param>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.OnWillRevertContent(UnityEngine.Component,UMod.Moddable.ModdableComponentContent)">
|
|
<summary>
|
|
Called when the target component will have its asset reverted to default.
|
|
</summary>
|
|
<param name="targetComponent">The target component that will be reverted</param>
|
|
<param name="content">The original game asset content that will be re-applied to the component to revert
|
|
back to the original asset
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableContent.GetOrCreateModdableReferenceForObject(UnityEngine.GameObject)">
|
|
<summary>
|
|
Get or create a unique
|
|
<see cref="T:UMod.Moddable.ModdableObjectReference"/>
|
|
that identifies the specified game object in the moddable asset naming scheme.
|
|
</summary>
|
|
<param name="gameObject">The game object to get or create a unique reference for</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Moddable.ModdableObjectReference"/>
|
|
instance for the specified game object
|
|
</returns>
|
|
</member>
|
|
<member name="T:UMod.Moddable.ModdableObjectReference">
|
|
<summary>
|
|
Represents a unique reference to a moddable game object identified by a 64-bit Id value.
|
|
Note that the reference is to the game object and not the
|
|
<see cref="T:UMod.Moddable.ModdableContent"/>
|
|
component.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Moddable.ModdableObjectReference.IsValid">
|
|
<summary>
|
|
Returns a value indicationg whether this object reference has been assigned a value.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableObjectReference.Equals(System.Object)">
|
|
<summary>
|
|
Override implementation.
|
|
Checks for equality based on the inner
|
|
<see cref="F:UMod.Moddable.ModdableObjectReference.referenceID"/>
|
|
value.
|
|
</summary>
|
|
<param name="obj">The object to check for equality</param>
|
|
<returns>True if the objects are equal</returns>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableObjectReference.GetHashCode">
|
|
<summary>
|
|
Override implementation.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableObjectReference.OnBeforeSerialize">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableObjectReference.OnAfterDeserialize">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableObjectReference.CreateNew">
|
|
<summary>
|
|
Create new moddable object reference and generate a unique reference Id.
|
|
</summary>
|
|
<returns>A new unique moddable object reference</returns>
|
|
</member>
|
|
<member name="M:UMod.Moddable.ModdableObjectReference.op_Implicit(UMod.Moddable.ModdableObjectReference)~System.Int64">
|
|
<summary>
|
|
Implicit conversion to inner 64-bit Id value.
|
|
</summary>
|
|
<param name="reference">The object reference to convert</param>
|
|
</member>
|
|
<member name="T:UMod.ModDirectory">
|
|
<summary>
|
|
Helper class used to manage a local directory where mods are located.
|
|
Helps developers to manage a specific directory where mods should be installed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModDirectory.Location">
|
|
<summary>
|
|
Get the DirectoryInfo for this current<see cref="T:UMod.ModDirectory"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModDirectory.AllowSubDirectories">
|
|
<summary>
|
|
Should sub folders of
|
|
<see cref="P:UMod.ModDirectory.Location"/>
|
|
also be detected.
|
|
When true, sub folders will be checked reccursivley as well as the target folder.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModDirectory.CaseSensitive">
|
|
<summary>
|
|
Are mod name searches case sensitive.
|
|
Default is false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModDirectory.HasMods">
|
|
<summary>
|
|
Allows the developer to determine whether any mods are installed.
|
|
This property will return true if there are any mods located in the
|
|
<see cref="P:UMod.ModDirectory.Location"/>
|
|
directory.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModDirectory.Exists">
|
|
<summary>
|
|
Check whether the target mod directory actually exists.
|
|
The directory should exists otherwise you may receive
|
|
<see cref="T:System.IO.DirectoryNotFoundException"/>
|
|
when calling associated methods.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModDirectory.ModCount">
|
|
<summary>
|
|
Allows the devloper to determine how many mods are installed.
|
|
Get the number of mods that are inside the directory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModDirectory.Create">
|
|
<summary>
|
|
Attempts to create the mod directory at the file system<see cref="P:UMod.ModDirectory.Location"/>.
|
|
The mod directory should exist before calling other associated methods.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModDirectory.Refresh">
|
|
<summary>
|
|
Refreshes the directory location in order to detect newly added mods.
|
|
If you add a new mod into the directory location then you will need to call this method in order for it
|
|
to be detcted and returned by all other methods.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModDirectory.IsModInstalled(System.String,System.String)">
|
|
<summary>
|
|
Attempts to search through the mod directory looking for a mod with the specified name and version.
|
|
If a mod with the specified name and version was found then the return value will be true.
|
|
</summary>
|
|
<param name="name">The name of the mod to look for</param>
|
|
<param name="version">The version of the mod to look for in the format 'x.x.x'. You can specify null as the
|
|
version in which case only the name of the mod will be used in the search
|
|
</param>
|
|
<returns>True if a matching mod is installed or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.ModDirectory.IsModFile(System.IO.FileInfo)">
|
|
<summary>
|
|
Returns true if the specified FileInfo is a valid mod file.
|
|
</summary>
|
|
<param name="file">The file to check</param>
|
|
<returns>True if the specified file is a mod or false if not</returns>
|
|
</member>
|
|
<member name="T:UMod.ModLoadResult">
|
|
<summary>
|
|
Contains useful error information for a mod load attempts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModLoadResult.ElapsedLoadTime">
|
|
<summary>
|
|
Get the elapsed time of the load.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModLoadResult.ThrownException">
|
|
<summary>
|
|
Get the exception that was thrown during the load or null if no exception was thrown.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModLoadResult.Error">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:UMod.ModLoadError"/>
|
|
that occurred during the load.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModLoadResult.Success">
|
|
<summary>
|
|
Was the load successful.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModLoadResult.Message">
|
|
<summary>
|
|
Get the error message for the load error.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Scripting.Runtime.ScriptExecutionContext">
|
|
<summary>
|
|
An excecution context contains information about all current executing mod scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.Runtime.ScriptExecutionContext.IsExecutingScripts">
|
|
<summary>
|
|
Returns true if the script engine is currently executing one or more scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.Runtime.ScriptExecutionContext.ExecutingScripts">
|
|
<summary>
|
|
Get all currently executing scripts via their proxy objects.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Scripting.Runtime.ScriptExecutionContext.ActivateAssembly(UMod.Scripting.ScriptAssembly)">
|
|
<summary>
|
|
Attempt to activate the specified<see cref="T:UMod.Scripting.ScriptAssembly"/>.
|
|
Activation will cause all mod types to be created and have their
|
|
<see cref="M:UMod.IMod.OnModLoaded"/>
|
|
event called.
|
|
</summary>
|
|
<param name="assembly">The assembly to activate</param>
|
|
<returns>An array of proxy objects represented all the mod types that were created</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.Runtime.ScriptExecutionContext.ActivateType(UMod.Scripting.ScriptType,UnityEngine.GameObject)">
|
|
<summary>
|
|
Attempt to activate the specified<see cref="T:UMod.Scripting.ScriptType"/>.
|
|
Activation will cause an instance of the type to be constructed and initialized in the current<see
|
|
cref="T:UMod.Scripting.ScriptDomain"/>.
|
|
</summary>
|
|
<param name="type">The
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
to activate
|
|
</param>
|
|
<param name="parent">The parent game object fo the script. Only applicable if the scripts derives from
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<returns>A proxy object representing the created type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.Runtime.ScriptExecutionContext.BroadcastMessage(System.String)">
|
|
<summary>
|
|
Broadcasts a message to all running mod scripts.
|
|
</summary>
|
|
<param name="methodName">The name of the method to call on mod scripts</param>
|
|
</member>
|
|
<member name="M:UMod.Scripting.Runtime.ScriptExecutionContext.BroadcastMessage(System.String,System.Object[])">
|
|
<summary>
|
|
Broadcasts a message to all running mod scripts passing the specified arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the method to call on mod scripts</param>
|
|
<param name="args">An array of arguments to pass to the method</param>
|
|
</member>
|
|
<member name="M:UMod.Scripting.Runtime.ScriptExecutionContext.Kill">
|
|
<summary>
|
|
Immediatley stop any executing mod scripts that are currently running.
|
|
All executing scripts will be terminated correctly and will receive the
|
|
<see cref="M:UMod.IMod.OnModUnload"/>
|
|
event if applicable.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ScriptAssembly">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
represents a managed assembly that has been loaded into a
|
|
<see cref="T:UMod.Scripting.ScriptDomain"/>
|
|
at runtime.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptAssembly.Name">
|
|
<summary>
|
|
Get the name of the assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptAssembly.Version">
|
|
<summary>
|
|
Get the version of the wrapped assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptAssembly.FullName">
|
|
<summary>
|
|
Get the full name of the wrapped assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptAssembly.Domain">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:UMod.Scripting.ScriptDomain"/>
|
|
that this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
is currently loaded in.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptAssembly.MainType">
|
|
<summary>
|
|
Gets the main type for the assembly. This will always return the first defined type in the assembly
|
|
which is especially useful for assemblies that only define a single type.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptAssembly.RawAssembly">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:System.Reflection.Assembly"/>
|
|
that this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
wraps.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.#ctor(System.Reflection.Assembly)">
|
|
<summary>
|
|
Create a new
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
wrapper for the specified loaded<see cref="T:System.Reflection.Assembly"/>.
|
|
</summary>
|
|
<param name="rawAssembly"></param>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.SecurityCheckAssembly(Trivial.CodeSecurity.CodeSecurityRestrictions)">
|
|
<summary>
|
|
Run security verification on this assembly using the specified security restrictions.
|
|
</summary>
|
|
<param name="restrictions">The restrictions used to verify the assembly</param>
|
|
<returns>True if the assembly passes security verification or false if it fails</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.SecurityCheckAssembly(Trivial.CodeSecurity.CodeSecurityRestrictions,Trivial.CodeSecurity.CodeSecurityReport@)">
|
|
<summary>
|
|
Run security verification on this assembly using the specified security restrictions and output a
|
|
security report
|
|
</summary>
|
|
<param name="restrictions">The restrictions used to verify the assembly</param>
|
|
<param name="report">The security report generated by the assembly checker</param>
|
|
<returns>True if the assembly passes security verification or false if it fails</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.HasType(System.String)">
|
|
<summary>
|
|
Returns true if this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
defines a type with the specified name.
|
|
Depending upon settings, name comparison may or may not be case sensitive.
|
|
</summary>
|
|
<param name="name">The name of the type to look for</param>
|
|
<returns>True if a type with the specified name is defined</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.HasSubtypeOf(System.Type)">
|
|
<summary>
|
|
Returns true if this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
defines one or more types that inherit from the specified type.
|
|
The specified type may be a base class or interface type.
|
|
</summary>
|
|
<param name="baseType">The type to check for in the inheritace chain</param>
|
|
<returns>True if there are one or more defined types that inherit from the specified type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.HasSubtypeOf(System.Type,System.String)">
|
|
<summary>
|
|
Returns true if this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
defines a type that inherits from the specified type and matches the specified name.
|
|
Depending upon settings, name comparison may or may not be case sensitive.
|
|
</summary>
|
|
<param name="baseType">The type to check for in the inheritance chain</param>
|
|
<param name="name">The name of the type to look for</param>
|
|
<returns>True if a type that inherits from the specified type and has the specified name is defined
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.HasSubtypeOf``1">
|
|
<summary>
|
|
Returns true if this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
defined one or more types that inherit from the specified generic type.
|
|
The specified generic type may be a base class or interface type.
|
|
</summary>
|
|
<typeparam name="T">The generic type to check for in the inheritance chain</typeparam>
|
|
<returns>True if there are one or more defined types that inherit from the specified generic type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.HasSubtypeOf``1(System.String)">
|
|
<summary>
|
|
Returns true if this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
defines a type that inherits from the specified genric type and matches the specified name.
|
|
Depending upon settings, name comparison may or may not be case sensitive.
|
|
</summary>
|
|
<typeparam name="T">The generic type to check for in the inheritance chain</typeparam>
|
|
<param name="name">The name of the type to look for</param>
|
|
<returns>True if a type that inherits from the specified type and has the specified name is defined
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindType(System.String)">
|
|
<summary>
|
|
Attempts to find a type defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
with the specified name.
|
|
Depending upon settings, name comparison may or may not be case sensitive.
|
|
</summary>
|
|
<param name="name">The name of the type to look for</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
representing the found type or null if the type could not be found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindSubTypeOf(System.Type,System.Boolean)">
|
|
<summary>
|
|
Attempts to find a type defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherits from the specified base type.
|
|
If there is more than one type that inherits from the specified base type, then the first matching type
|
|
will be returned.
|
|
If you want to find all types then use<see
|
|
cref="M:UMod.Scripting.ScriptAssembly.FindAllSubTypesOf(System.Type,System.Boolean)"/>.
|
|
</summary>
|
|
<param name="subType">The type to check for in the inheritance chain</param>
|
|
<param name="includeNonPublic">Should the search include non public types</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
representing the found type or null if the type could not be found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindSubTypeOf(System.Type,System.String)">
|
|
<summary>
|
|
Attempts to find a type defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherits from the specified base type and matches the specified name.
|
|
Depending upon settings, name comparison may or may not be case sensitive.
|
|
</summary>
|
|
<param name="subType">The type to check for in the inheritance chain</param>
|
|
<param name="name">The name of the type to look for</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
representing the found type or null if the type could not be found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindSubTypeOf``1(System.Boolean)">
|
|
<summary>
|
|
Attempts to find a type defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherits from the specified generic type.
|
|
If there is more than one type that inherits from the specified generic type, then the first matching
|
|
type will be returned.
|
|
If you want to find all types then use<see
|
|
cref="M:UMod.Scripting.ScriptAssembly.FindAllSubTypesOf``1(System.Boolean)"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should the search include non public types</param>
|
|
<typeparam name="T">The generic type to check for in the inheritance chain</typeparam>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
representing the found type or null if the type could not be found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindSubTypeOf``1(System.String)">
|
|
<summary>
|
|
Attempts to find a type defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherits from the specified generic type and matches the specified name.
|
|
Depending upon settings, name comparison may or may not be case sensitive.
|
|
</summary>
|
|
<typeparam name="T">The generic type to check for in the inheritance chain</typeparam>
|
|
<param name="name">The name of the type to look for</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
representing the found type or null if the type could not be found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindAllSubTypesOf(System.Type,System.Boolean)">
|
|
<summary>
|
|
Attempts to find all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherits from the specified type.
|
|
If there are no types that inherit from the specified type then the return value will be an empty array.
|
|
</summary>
|
|
<param name="subType">The type to check for in the inheritance chain</param>
|
|
<param name="includeNonPublic">Should the search include non public types</param>
|
|
<returns>(Not Null) An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
or an empty array if no matching type was found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindAllSubTypesOf``1(System.Boolean)">
|
|
<summary>
|
|
Attempts to find all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from the specified generic type.
|
|
If there are no types that inherit from the specified type then the return value will be an empty array.
|
|
</summary>
|
|
<typeparam name="T">The generic type to check for in the inheritance chain</typeparam>
|
|
<returns>(Not Null) An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
or an empty array if no matching type was found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindAllTypes(System.Boolean)">
|
|
<summary>
|
|
Returns an array of all defined types in this<see cref="T:UMod.Scripting.ScriptAssembly"/>.
|
|
</summary>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
representing all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindAllUnityTypes(System.Boolean)">
|
|
<summary>
|
|
Attempts to find all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from<see cref="T:UnityEngine.Object"/>.
|
|
If there are no types that inherit from
|
|
<see cref="T:UnityEngine.Object"/>
|
|
then the return value will be an empty array.
|
|
</summary>
|
|
<returns>(Not Null) An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
or an empty array if no matching type was found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindAllMonoBehaviourTypes(System.Boolean)">
|
|
<summary>
|
|
Attempts to find all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from<see cref="T:UnityEngine.MonoBehaviour"/>.
|
|
If there are no types that inherit from
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
then the return value will be an empty array.
|
|
</summary>
|
|
<returns>(Not Null) An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
or an empty array if no matching type was found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.FindAllScriptableObjectTypes(System.Boolean)">
|
|
<summary>
|
|
Attempts to find all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from<see cref="T:UnityEngine.ScriptableObject"/>.
|
|
If there are no types that inherit from
|
|
<see cref="T:UnityEngine.ScriptableObject"/>
|
|
then the return value will be an empty array.
|
|
</summary>
|
|
<returns>(Not Null) An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
or an empty array if no matching type was found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.EnumerateAllSubTypesOf(System.Type,System.Boolean)">
|
|
<summary>
|
|
Enumerate all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherits from the specified type.
|
|
</summary>
|
|
<param name="subType">The type to check for in the inheritance chain</param>
|
|
<param name="includeNonPublic">Should the search include non public types</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.EnumerateAllSubTypesOf``1(System.Boolean)">
|
|
<summary>
|
|
Enumerate all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from the specified generic type.
|
|
</summary>
|
|
<typeparam name="T">The generic type to check for in the inheritance chain</typeparam>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.EnumerateAllTypes(System.Boolean)">
|
|
<summary>
|
|
Enumerate all defined types in this<see cref="T:UMod.Scripting.ScriptAssembly"/>.
|
|
</summary>
|
|
<returns>Enumerable of all results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.EnumerateAllUnityTypes(System.Boolean)">
|
|
<summary>
|
|
Enumerate all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from<see cref="T:UnityEngine.Object"/>.
|
|
</summary>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.EnumerateAllMonoBehaviourTypes(System.Boolean)">
|
|
<summary>
|
|
Enumerate all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from<see cref="T:UnityEngine.MonoBehaviour"/>.
|
|
</summary>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptAssembly.EnumerateAllScriptableObjectTypes(System.Boolean)">
|
|
<summary>
|
|
Enumerate all types defined in this
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that inherit from<see cref="T:UnityEngine.ScriptableObject"/>.
|
|
</summary>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ScriptDomain">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Scripting.ScriptDomain"/>
|
|
acts as a container for all code that is loaded dynamically at runtime.
|
|
Despite the name, the code is not actually loaded into an isolated domain but is instead loaded into the
|
|
main application domain. This is due to unity restrictions.
|
|
The main responsiblility of the domin is to separate pre-compiled game code from runtime-loaded code.
|
|
As a result, you will only be able to access types from the domain that were loaded at runtime.
|
|
Any pre-compiled game code will be ignored.
|
|
Any assemblies or scripts that are loaded into the domain at runtime will remain until the application
|
|
exits so you should be careful to avoid loading too many assemblies.
|
|
You would typically load user code at statup in a 'Load' method which would then exist and execute until
|
|
the game exits.
|
|
Multiple domain instances may be created but you should note that all runtime code will be loaded into
|
|
the current application domain. The
|
|
<see cref="T:UMod.Scripting.ScriptDomain"/>
|
|
simply masks the types that are visible.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptDomain.Assemblies">
|
|
<summary>
|
|
Get all assemblies loaded into this domain.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptDomain.EnumerateAssemblies">
|
|
<summary>
|
|
Enumerate all assemblies loaded into this domain.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptDomain.IsDisposed">
|
|
<summary>
|
|
Has this domain been disposed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptDomain.ExecutionContext">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:UMod.Scripting.Runtime.ScriptExecutionContext"/>
|
|
for this domain.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAssemblyFromResources(System.String,System.Byte[])">
|
|
<summary>
|
|
Attempts to load a managed assembly from the specified resources path into the sandbox app domain.
|
|
The target asset must be a
|
|
<see cref="T:UnityEngine.TextAsset"/>
|
|
in order to be loaded successfully.
|
|
</summary>
|
|
<param name="resourcePath">The file name of path relative to the 'Resources' folder without the file
|
|
extension
|
|
</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAssembly(System.String,System.Byte[])">
|
|
<summary>
|
|
Attempts to load the specified managed assembly into the sandbox app domain.
|
|
</summary>
|
|
<param name="fullPath">The full path the the .dll file</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAssembly(System.Reflection.AssemblyName,System.Byte[])">
|
|
<summary>
|
|
Attempts to load the specified managed assembly into the sandbox app domain.
|
|
</summary>
|
|
<param name="name">The
|
|
<see cref="T:System.Reflection.AssemblyName"/>
|
|
representing the assembly to load
|
|
</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAssembly(System.Byte[],System.Byte[])">
|
|
<summary>
|
|
Attempts to load a managed assembly from the specified raw bytes.
|
|
</summary>
|
|
<param name="data">The raw data representing the file structure of the managed assembly, The result of
|
|
<see cref="M:System.IO.File.ReadAllBytes(System.String)"/>
|
|
for example.
|
|
</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAssemblyWithSymbols(System.Byte[],System.Byte[],System.Byte[])">
|
|
<summary>
|
|
Attempts to load a managed assembly from the specified raw bytes.
|
|
The debug symbols for the assembly will also be loaded from the specified symbol data.
|
|
</summary>
|
|
<param name="data">The raw data representing the file structure of the managed assembly, The result of
|
|
<see cref="M:System.IO.File.ReadAllBytes(System.String)"/>
|
|
for example
|
|
</param>
|
|
<param name="mdbSymbols">The mono debugging symbols for the assembly</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAssembly(System.String,UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load the managed assembly at the specified location.
|
|
Any exceptions throw while loading will be caught.
|
|
</summary>
|
|
<param name="fullPath">The full path to the .dll file</param>
|
|
<param name="result">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the load failed
|
|
</param>
|
|
<returns>True if the assembly was loaded successfully or false if an error occurred</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAssembly(System.Reflection.AssemblyName,UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load a managed assembly with the specified name.
|
|
Any exceptions thrown while loading will be caught.
|
|
</summary>
|
|
<param name="name">The
|
|
<see cref="T:System.Reflection.AssemblyName"/>
|
|
of the assembly to load
|
|
</param>
|
|
<param name="result">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the load failed
|
|
</param>
|
|
<returns>True if the assembly was loaded successfully or false if an error occurred</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAssembly(System.Byte[],UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load a managed assembly from the raw assembly data.
|
|
Any exceptions thrown while loading will be caught.
|
|
</summary>
|
|
<param name="data">The raw data representing the file structure of the managed assembly, The result of
|
|
<see cref="M:System.IO.File.ReadAllBytes(System.String)"/>
|
|
for example.
|
|
</param>
|
|
<param name="result">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the load failed
|
|
</param>
|
|
<returns>True if the assembly was loaded successfully or false if an error occured</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAssemblyWithSymbols(System.Byte[],System.Byte[],UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load a managed assembly from the raw assembly data.
|
|
The debug symbols for the assembly will also be loaded from the specified symbol data.
|
|
Any exceptions thrown while loading will be caught.
|
|
</summary>
|
|
<param name="data">The raw data representing the file structure of the managed assembly, The result of
|
|
<see cref="M:System.IO.File.ReadAllBytes(System.String)"/>
|
|
for example.
|
|
</param>
|
|
<param name="mdbSymbols">The mono debugging symbols for the assembly</param>
|
|
<param name="result">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the load failed
|
|
</param>
|
|
<param name="securityHash">The security hash of the assembly used to avoid security checks</param>
|
|
<returns>True if the assembly was loaded successfully or false if an error occured</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAndActivateAssemblyFromResources(System.String,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly from the resources folder.
|
|
The resource asset must be a TextAsset in order to be loaded successfully.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
</summary>
|
|
<param name="resourcePath">The resources path of the asset to load</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAndActivateAssembly(System.String,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly from the specified path.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
</summary>
|
|
<param name="fullpath">The filepath or name of the assembly to load</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAndActivateAssembly(System.Reflection.AssemblyName,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly with the specified<see
|
|
cref="T:System.Reflection.AssemblyName"/>.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
Note that security checks cannot be performed when using this load method. If security checks are
|
|
required then use one of the other overloads.
|
|
</summary>
|
|
<param name="name">The name of the assembly to load</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAndActivateAssembly(System.Byte[],System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly for the specified raw bytes.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
</summary>
|
|
<param name="bytes">The 'byte[]' representing the raw assembly data</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.LoadAndActivateAssemblyWithSymbols(System.Byte[],System.Byte[],System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly from the specified raw bytes along with the debugging
|
|
symbols.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
</summary>
|
|
<param name="bytes">The 'byte[]' representing the raw assembly data</param>
|
|
<param name="mdbSymbols">The 'byte[]' representing the raw debugging symbol data</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The assembly breaches the imposed security
|
|
restrictions
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAndActivateAssembly(System.String,UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly from the specified path.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
Any exceptions that are thrown during loading will be caught and cause a load failure.
|
|
</summary>
|
|
<param name="fullpath">The filepath or name of the assembly to load</param>
|
|
<param name="assembly">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the assembly could not be loaded
|
|
</param>
|
|
<returns>True if the assembly was loaded and activated successfully or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAndActivateAssembly(System.Reflection.AssemblyName,UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly with the specified<see
|
|
cref="T:System.Reflection.AssemblyName"/>.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
Note that security checks cannot be performed when using this load method. If security checks are
|
|
required then use one of the other overloads.
|
|
Any exceptions that are thrown during loading will be caught and cause a load failure.
|
|
</summary>
|
|
<param name="name">The name of the assembly to load</param>
|
|
<param name="assembly">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the assembly could not be loaded
|
|
</param>
|
|
<returns>True if the assembly was loaded and activated successfully or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAndActivateAssembly(System.Byte[],UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate a managed assembly with the specified raw bytes.
|
|
The assembly will also be activated using meaning that all mod script types will be created and will
|
|
start receiving events.
|
|
Note that security checks cannot be performed when using this load method. If security checks are
|
|
required then use one of the other overloads.
|
|
Any exceptions that are thrown during loading will be caught and cause a load failure.
|
|
</summary>
|
|
<param name="bytes">The 'byte[]' representing the raw assembly data</param>
|
|
<param name="assembly">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the assembly could not be loaded
|
|
</param>
|
|
<returns>True if the assembly was loaded and activated successfully or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.TryLoadAndActivateAssemblyWithSymbols(System.Byte[],System.Byte[],UMod.Scripting.ScriptAssembly@,System.Byte[])">
|
|
<summary>
|
|
Attempts to load and activate managed assembly from the specified raw bytes.
|
|
The debug symbols for the assembly will also be loaded from the specified symbol data.
|
|
Any exceptions that are thrown during loading will be caught and cause a load failure.
|
|
</summary>
|
|
<param name="bytes">The raw data representing the file structure of the managed assembly, The result of
|
|
<see cref="M:System.IO.File.ReadAllBytes(System.String)"/>
|
|
for example
|
|
</param>
|
|
<param name="mdbSymbols">The mono debugging symbols for the assembly</param>
|
|
<param name="assembly">An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if the assembly could not be loaded
|
|
</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
representing the loaded assembly or null if an error occurs
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.SecurityCheckAssembly(System.String,System.Reflection.Assembly@,Trivial.CodeSecurity.CodeSecurityEngine@,Trivial.CodeSecurity.CodeSecurityReport@,System.Boolean,System.Byte[])">
|
|
<summary>
|
|
Attempts to perform security validation on the assembly at the specified location.
|
|
Failure to load the data will result in a fail result.
|
|
</summary>
|
|
<param name="fullpath">The fullpath to the managed assembly</param>
|
|
<param name="validatedAssembly">The security validated and laoded assembly</param>
|
|
<param name="securityEngine">The security engine used to validate the code</param>
|
|
<param name="securityReport">The security report generated by the code security engine if code validate was
|
|
run
|
|
</param>
|
|
<param name="throwOnError">Should the checker throw an exception on error</param>
|
|
<returns>True if the assembly passed security checks or false if the assembly breaches security or another
|
|
error occured
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The code does not meet the security restrictions
|
|
defined in the settings menu
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.SecurityCheckAssembly(System.Reflection.AssemblyName,System.Reflection.Assembly@,Trivial.CodeSecurity.CodeSecurityEngine@,Trivial.CodeSecurity.CodeSecurityReport@,System.Boolean,System.Byte[])">
|
|
<summary>
|
|
Attempts to perform security validation on the specified assembly name.
|
|
Failure to load the data will result in a fail result.
|
|
</summary>
|
|
<param name="name">The name of the assembly to check</param>
|
|
<param name="validatedAssembly">The security validated and laoded assembly</param>
|
|
<param name="securityEngine">The security engine used to validate the code</param>
|
|
<param name="securityReport">The security report generated by the code security engine if code validate was
|
|
run
|
|
</param>
|
|
<param name="throwOnError">Should the checker throw an exception on error</param>
|
|
<returns>True if the assembly passed security checks or false if the assembly breaches security or another
|
|
error occured
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The code does not meet the security restrictions
|
|
defined in the settings menu
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.SecurityCheckAssembly(System.Byte[],System.Reflection.Assembly@,Trivial.CodeSecurity.CodeSecurityEngine@,Trivial.CodeSecurity.CodeSecurityReport@,System.Boolean,System.Byte[])">
|
|
<summary>
|
|
Attempts to perform security validation on the specified assembly data.
|
|
Failure to load the data will result in a fail result.
|
|
</summary>
|
|
<param name="assemblyData">The raw data of the managed assembly</param>
|
|
<param name="validatedAssembly">The security validated and laoded assembly</param>
|
|
<param name="securityEngine">The security engine used to validate the code</param>
|
|
<param name="securityReport">The security report generated by the code security engine if code validate was
|
|
run
|
|
</param>
|
|
<param name="throwOnError">Should the checker throw an exception on error</param>
|
|
<returns>True if the assembly passed security checks or false if the assembly breaches security or another
|
|
error occured
|
|
</returns>
|
|
<exception cref="T:System.Security.SecurityException">The code does not meet the security restrictions
|
|
defined in the settings menu
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptDomain.Kill">
|
|
<summary>
|
|
Destroy the script domain and any mod code that is currently executing.
|
|
If you just want to stop running mod scripts then use<see
|
|
cref="M:UMod.Scripting.Runtime.ScriptExecutionContext.Kill"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Scripting.IScriptMemberProxy">
|
|
<summary>
|
|
Represents a member group collection that allows access to all members of a specific type.
|
|
The members data may be accessed via its member name which means that non-concrete communication is
|
|
possible.
|
|
</summary>
|
|
<seealso cref="T:UMod.Scripting.ScriptFieldProxy"/>"/>
|
|
<seealso cref="T:UMod.Scripting.ScriptPropertyProxy"/>
|
|
</member>
|
|
<member name="P:UMod.Scripting.IScriptMemberProxy.Item(System.String)">
|
|
<summary>
|
|
Attempt to read from or write to a member of the managed type.
|
|
</summary>
|
|
<param name="name">The name of the member to find</param>
|
|
<returns>The value for the specified member</returns>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ScriptFieldProxy">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Scripting.ScriptFieldProxy"/>
|
|
allows access to the fields of a type using a string identifier to lookup the field name"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptFieldProxy.Item(System.String)">
|
|
<summary>
|
|
Attempt to read from or write to a field on the managed type with the specified name.
|
|
The object value will need to be cast to the desired type when reading the value.
|
|
</summary>
|
|
<param name="name">The name of the field to modify</param>
|
|
<returns>The value of the field witht he specified name</returns>
|
|
<exception cref="T:System.Reflection.TargetException">The target field could not be found on the managed
|
|
type
|
|
</exception>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ScriptPropertyProxy">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Scripting.ScriptPropertyProxy"/>
|
|
allows access to the properties of a type using a string identifier to lookup the field name"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptPropertyProxy.Item(System.String)">
|
|
<summary>
|
|
Attempt to read from or write to a field on the managed type with the specified name.
|
|
Any exceptions thrown by the set or get accessor will not be handled.
|
|
The object value will need to be cast to the desired type when reading the value.
|
|
</summary>
|
|
<param name="name">The name of the property to find</param>
|
|
<returns>The value of the field witht he specified name</returns>
|
|
<exception cref="T:System.Reflection.TargetException">The target property could not be found on the managed
|
|
type
|
|
</exception>
|
|
<exception cref="T:System.Reflection.TargetException">Attempted to read from the property but a get accessor
|
|
could not be found
|
|
</exception>
|
|
<exception cref="T:System.Reflection.TargetException">Attempted to write to the property but a set accessor
|
|
could not be found
|
|
</exception>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ProxyCallConvention">
|
|
<summary>
|
|
The method calling convention used when invoking a method.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Scripting.ProxyCallConvention.StandardMethod">
|
|
<summary>
|
|
Call the method as normal.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Scripting.ProxyCallConvention.UnityCoroutine">
|
|
<summary>
|
|
Call the method as a Unity coroutine.
|
|
The method should return an 'IEnumerator' to be invoked as a coroutine.
|
|
The method will be invoked and managed by a game object and updated every frame.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Scripting.ProxyCallConvention.Any">
|
|
<summary>
|
|
Call the method based on its return type.
|
|
Methods that return 'IEnumerator' will be automatically invoked as a Unity coroutine.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ScriptProxy">
|
|
<summary>
|
|
A
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
acts as a wrapper for a type instance and allows non-concrete communication if the type is unknown at
|
|
compile time.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.ScriptType">
|
|
<summary>
|
|
Get the
|
|
<see cref="P:UMod.Scripting.ScriptProxy.ScriptType"/>
|
|
of this proxy object.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.Fields">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Scripting.IScriptMemberProxy"/>
|
|
that provides access to the fields of the wrapped type.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.Properties">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Scripting.IScriptMemberProxy"/>
|
|
that provides access to the properties of the wrapped type.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.Instance">
|
|
<summary>
|
|
Get the instance of the script as an object.
|
|
Use this property to access the managed instance.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.UnityInstance">
|
|
<summary>
|
|
Access the wrapped instance as a unity<see cref="T:UnityEngine.Object"/>.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.BehaviourInstance">
|
|
<summary>
|
|
Get the instance of the script as a<see cref="T:UnityEngine.MonoBehaviour"/>.
|
|
This property will return null if the wrapped type does not inherit from<see
|
|
cref="T:UnityEngine.MonoBehaviour"/>.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.ScriptableInstance">
|
|
<summary>
|
|
Get the instance of the script as a<see cref="T:UnityEngine.ScriptableObject"/>.
|
|
This property will return null if the wrapped type does not inherit from<see
|
|
cref="T:UnityEngine.ScriptableObject"/>.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.IsUnityObject">
|
|
<summary>
|
|
Returns true if the
|
|
<see cref="P:UMod.Scripting.ScriptProxy.ScriptType"/>
|
|
inherits from<see cref="T:UnityEngine.Object"/>.
|
|
If this value is true then it is safe to cast this proxy into a
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
for Unity specific operations.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.IsMonoBehaviour">
|
|
<summary>
|
|
Returns true if the managed type inherits from<see cref="T:UnityEngine.MonoBehaviour"/>.
|
|
This is equivilent of calling<see cref="P:UMod.Scripting.ScriptType.IsMonoBehaviour"/>.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.IsScriptableObject">
|
|
<summary>
|
|
Returns true if the managed type inherits from<see cref="T:UnityEngine.ScriptableObject"/>.
|
|
This is equivilent of calling<see cref="P:UMod.Scripting.ScriptType.IsScriptableObject"/>.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptProxy.IsDisposed">
|
|
<summary>
|
|
Returns true if the proxy has been disposed.
|
|
Be careful, the proxy can become disposed automatically if the managed type is destroyed by Unity.
|
|
This can occur during scene changes for MonoBehaviour components and cause the proxy to become invalid.
|
|
If you want to make sure the wrapped type is not dispoed automatically then you can call<see
|
|
cref="M:UMod.Scripting.ScriptProxy.MakePersistent"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.#ctor(UMod.Scripting.ScriptType,System.Object)">
|
|
<summary>
|
|
Create a new instance of a<see cref="T:UMod.Scripting.ScriptProxy"/>.
|
|
</summary>
|
|
<param name="scriptType">The
|
|
<see cref="P:UMod.Scripting.ScriptProxy.ScriptType"/>
|
|
to create an instance from
|
|
</param>
|
|
<param name="instance">The raw instance</param>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.Call(System.String)">
|
|
<summary>
|
|
Attempt to call a method on the managed type with the specified name.
|
|
This works in a similar way as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
The target method must not accept any arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the method to call</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
<exception cref="T:System.Reflection.TargetException">The target method could not be found on the managed
|
|
type
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.Call(System.String,UMod.Scripting.ProxyCallConvention)">
|
|
<summary>
|
|
Attempt to call a method on the managed instance with the specified name.
|
|
This works in a similar way as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
The target method must not accept any arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the method to call</param>
|
|
<param name="callConvention">The method calling convention</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
<exception cref="T:System.Reflection.TargetException">The target method could not be found on the managed
|
|
type
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.Call(System.String,System.Object[])">
|
|
<summary>
|
|
Attempt to call a method on the managed type with the specified name and arguments.
|
|
This works in a similar was as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
Any number of arguments may be specified but the target method must expect the arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the method to call</param>
|
|
<param name="arguments">The arguments passed to the method</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
<exception cref="T:System.Reflection.TargetException">The target method could not be found on the managed
|
|
type
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.Call(System.String,UMod.Scripting.ProxyCallConvention,System.Object[])">
|
|
<summary>
|
|
Attempt to call a method on the managed instance with the specified name and arguments.
|
|
This works in a similar was as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
Any number of arguments may be specified but the target method must expect the arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the method to call</param>
|
|
<param name="callConvention">The method calling convention</param>
|
|
<param name="arguments">The arguments passed to the method</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
<exception cref="T:System.Reflection.TargetException">The target method could not be found on the managed
|
|
type
|
|
</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.SafeCall(System.String)">
|
|
<summary>
|
|
Attempt to call a method on the managed type with the specified name.
|
|
Any exceptions thrown as a result of location or calling the method will be caught silently.
|
|
This works in a similar was as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the target method name is specified.
|
|
The target method must not accept any arguments.
|
|
</summary>
|
|
<param name="method">The name of the method to call</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.SafeCall(System.String,UMod.Scripting.ProxyCallConvention)">
|
|
<summary>
|
|
Attempt to call a method on the managed instance with the specified name.
|
|
Any exceptions thrown as a result of locating or calling the method will be caught silently.
|
|
This works in a similar was as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the target method name is specified.
|
|
The target method must not accept any arguments.
|
|
</summary>
|
|
<param name="method">The name of the method to call</param>
|
|
<param name="callConvention">The method calling convention</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.SafeCall(System.String,System.Object[])">
|
|
<summary>
|
|
Attempt to call a method on the managed type with the specified name.
|
|
Any exceptions thrown as a result of location or calling the method will be caught silently.
|
|
This works in a similar was as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the target method name is specified.
|
|
Any number of arguments may be specified but the target method must expect the arguments.
|
|
</summary>
|
|
<param name="method">The name of the method to call</param>
|
|
<param name="arguments">The arguments passed to the method</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.SafeCall(System.String,UMod.Scripting.ProxyCallConvention,System.Object[])">
|
|
<summary>
|
|
Attempt to call a method on the managed instance with the specified name.
|
|
Any exceptions thrown as a result of locating or calling the method will be caught silently.
|
|
This works in a similar was as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the target method name is specified.
|
|
Any number of arguments may be specified but the target method must expect the arguments.
|
|
</summary>
|
|
<param name="method">The name of the method to call</param>
|
|
<param name="callConvention">The method calling convention</param>
|
|
<param name="arguments">The arguments passed to the method</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.GetInstanceType">
|
|
<summary>
|
|
Get the system type of the managed script type.
|
|
</summary>
|
|
<returns></returns>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.GetInstanceAs``1(System.Boolean)">
|
|
<summary>
|
|
Attempts to get the managed instance as the specified generic type.
|
|
</summary>
|
|
<typeparam name="T">The generic type to return the instance as</typeparam>
|
|
<param name="throwOnError">When false, any exceptions caused by the conversion will be caught and will
|
|
result in a default value being returned. When true, any exceptions will not be handled.
|
|
</param>
|
|
<returns>The managed instance as the specified generic type or the default value for the generic type if an
|
|
error occured
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.Dispose">
|
|
<summary>
|
|
Dispose of the proxy and its managed script instance.
|
|
Once disposed, the proxy should never be accessed again.
|
|
Only call this method once you are sure you will never need the instance again.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.MakePersistent">
|
|
<summary>
|
|
If the managed object is a Unity type then this method will call 'DontDestroyOnLoad' to ensure that the
|
|
object is able to survie scene loads.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptProxy.CheckDisposed">
|
|
<summary>
|
|
Checks whether the object has already been disposed and raises and exception if it has.
|
|
</summary>
|
|
<exception cref="T:System.ObjectDisposedException">The proxy has already been disposed</exception>
|
|
</member>
|
|
<member name="T:UMod.Scripting.ScriptType">
|
|
<summary>
|
|
Represents a type that may or may not derive from MonoBehaviour.
|
|
A
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
is a wrapper for
|
|
<see cref="T:System.Type"/>
|
|
that contains methods for Unity specific operations.
|
|
The type may also be used to create instances of objects.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.RawType">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:System.Type"/>
|
|
that this
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
wraps.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.Name">
|
|
<summary>
|
|
Get the name of the wrapped type excluding the namespace.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.Namespace">
|
|
<summary>
|
|
Get the namespace of the wrapped type.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.FullName">
|
|
<summary>
|
|
Get the full name of the wrapped type including namespace.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.IsPublic">
|
|
<summary>
|
|
Returns true if the wrapped type is public or false if not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.Assembly">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:UMod.Scripting.ScriptAssembly"/>
|
|
that this
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
is defined in.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.FieldsStatic">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Scripting.IScriptMemberProxy"/>
|
|
that provides access to the static fields of the wrapped type.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.SafeFieldsStatic">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Scripting.IScriptMemberProxy"/>
|
|
that provides access to the static fields of the wrapped type.
|
|
Any exceptions thrown by locating or accessing the property will be handled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.PropertiesStatic">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Scripting.IScriptMemberProxy"/>
|
|
that provides access to the static properties of the wrapped type.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.SafePropertiesStatic">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Scripting.IScriptMemberProxy"/>
|
|
that provides access to the static properties of the wrapped type.
|
|
Any exceptions thrown by locating or accessing the property will be handled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.IsUnityObject">
|
|
<summary>
|
|
Returns true if this type inherits from<see cref="T:UnityEngine.Object"/>.
|
|
See also<see cref="P:UMod.Scripting.ScriptType.IsMonoBehaviour"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.IsMonoBehaviour">
|
|
<summary>
|
|
Returns true if this type inherits from<see cref="T:UnityEngine.MonoBehaviour"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Scripting.ScriptType.IsScriptableObject">
|
|
<summary>
|
|
Returns true if this type inherits from
|
|
<see cref="T:UnityEngine.ScriptableObject"/>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.#ctor(System.Type)">
|
|
<summary>
|
|
Create a
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
from a<see cref="T:System.Type"/>.
|
|
</summary>
|
|
<param name="type">The
|
|
<see cref="T:System.Type"/>
|
|
to create the
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
from
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CreateInstance(UnityEngine.GameObject,UMod.Scripting.Runtime.ScriptExecutionContext)">
|
|
<summary>
|
|
Creates an instance of this type.
|
|
The type will be constructed using the appropriate method (AddComponent, CreateInstance, new).
|
|
</summary>
|
|
<param name="parent">The
|
|
<see cref="T:UnityEngine.GameObject"/>
|
|
to attach the instance to or null if the type is not a
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<param name="executionContext">The execution context to activate the script in. The execution context is
|
|
required if the instance should recieve mod events such as <see cref="M:UMod.IMod.OnModLoaded"></see>/>
|
|
</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CreateInstance(UnityEngine.GameObject,UMod.Scripting.Runtime.ScriptExecutionContext,System.Object[])">
|
|
<summary>
|
|
Creates an instance of this type.
|
|
The type will be constructed using the appropriate method (AddComponent, CreateInstance, new).
|
|
</summary>
|
|
<param name="parent">The
|
|
<see cref="T:UnityEngine.GameObject"/>
|
|
to attach the instance to or null if the type is not a
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<param name="executionContext">The execution context to activate the script in. The execution context is
|
|
required if the instance should recieve mod events such as <see cref="M:UMod.IMod.OnModLoaded"></see>/>
|
|
</param>
|
|
<param name="parameters">The parameter list for the desired constructor. only used when the type does not
|
|
inherit from
|
|
<see cref="T:UnityEngine.Object"/>
|
|
</param>
|
|
<returns>An instance of
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CreateRawInstance(UnityEngine.GameObject,UMod.Scripting.Runtime.ScriptExecutionContext)">
|
|
<summary>
|
|
Creates a raw instance of this type.
|
|
A raw instance will return the actual instance of the type as opposed to a
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
which allows for more control.
|
|
The type will be constructed using the appropriate method (AddComponent, CreateInstance, new).
|
|
</summary>
|
|
<param name="parent">The
|
|
<see cref="T:UnityEngine.GameObject"/>
|
|
to attach the instance to or null if the type is not a
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<param name="executionContext">The execution context to activate the script in. The execution context is
|
|
required if the instance should recieve mod events such as <see cref="M:UMod.IMod.OnModLoaded"></see>/>
|
|
</param>
|
|
<returns>A raw instance that can be cast to the desired type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CreateRawInstance(UnityEngine.GameObject,UMod.Scripting.Runtime.ScriptExecutionContext,System.Object[])">
|
|
<summary>
|
|
Creates a raw instance of this type.
|
|
A raw instance will return the actual instance of the type as opposed to a
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
which allows for more control.
|
|
The type will be constructed using the appropriate method (AddComponent, CreateInstance, new).
|
|
</summary>
|
|
<param name="parent">The
|
|
<see cref="T:UnityEngine.GameObject"/>
|
|
to attach the instance to or null if the type is not a
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<param name="executionContext">The execution context to activate the script in. The execution context is
|
|
required if the instance should recieve mod events such as <see cref="M:UMod.IMod.OnModLoaded"></see>/>
|
|
</param>
|
|
<param name="parameters">The parameter list for the desired constructor. only used when the type does not
|
|
inherit from
|
|
<see cref="T:UnityEngine.Object"/>
|
|
</param>
|
|
<returns>A raw instance that can be cast to the desired type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CreateRawInstance``1(UnityEngine.GameObject,UMod.Scripting.Runtime.ScriptExecutionContext)">
|
|
<summary>
|
|
Creates an instance of this type and returns the result as the specified generic type.
|
|
A raw instance will return the actual instance of the type as opposed to a
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
which allows for more control.
|
|
The type will be constructed using the appropriate method (AddComponent, CreateInstance, new).
|
|
</summary>
|
|
<typeparam name="T">The generic type to return the instance as</typeparam>
|
|
<param name="parent">The
|
|
<see cref="T:UnityEngine.GameObject"/>
|
|
to attach the instance to or null if the type is not a
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<param name="executionContext">The execution context to activate the script in. The execution context is
|
|
required if the instance should recieve mod events such as <see cref="M:UMod.IMod.OnModLoaded"></see>/>
|
|
</param>
|
|
<returns>A raw instance as the specified generic type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CreateRawInstance``1(UnityEngine.GameObject,UMod.Scripting.Runtime.ScriptExecutionContext,System.Object[])">
|
|
<summary>
|
|
Creates an instance of this type and returns the result as the specified generic type.
|
|
A raw instance will return the actual instance of the type as opposed to a
|
|
<see cref="T:UMod.Scripting.ScriptProxy"/>
|
|
which allows for more control.
|
|
The type will be constructed using the appropriate method (AddComponent, CreateInstance, new).
|
|
</summary>
|
|
<typeparam name="T">The generic type to return the instance as</typeparam>
|
|
<param name="parent">The
|
|
<see cref="T:UnityEngine.GameObject"/>
|
|
to attach the instance to or null if the type is not a
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
</param>
|
|
<param name="executionContext">The execution context to activate the script in. The execution context is
|
|
required if the instance should recieve mod events such as <see cref="M:UMod.IMod.OnModLoaded"></see>/>
|
|
</param>
|
|
<param name="parameters">The parameter list for the desired constructor. only used when the type does not
|
|
inherit from
|
|
<see cref="T:UnityEngine.Object"/>
|
|
</param>
|
|
<returns>A raw instance as the specified generic type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.IsSubTypeOf(System.Type)">
|
|
<summary>
|
|
Returns true if this type inherits from the specified type.
|
|
</summary>
|
|
<param name="baseClass">The base type</param>
|
|
<returns>True if this type inherits from the specified type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.IsSubTypeOf``1">
|
|
<summary>
|
|
Returns true if this type inherits from the specified type.
|
|
</summary>
|
|
<typeparam name="T">The base type</typeparam>
|
|
<returns>True if this type inherits from the specified type</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindCachedField(System.String,System.Boolean)">
|
|
<summary>
|
|
Finds a field with the specified name from the cache if possible.
|
|
If the field is not present in the cache then it will be added automatically so that subsequent calls
|
|
will be quicker.
|
|
</summary>
|
|
<param name="name">The name of the field to find</param>
|
|
<param name="isStatic">Is the target field a static or instance field</param>
|
|
<returns>The
|
|
<see cref="T:System.Reflection.FieldInfo"/>
|
|
for the specified field
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindCachedProperty(System.String,System.Boolean)">
|
|
<summary>
|
|
Finds a property with the specified name from the cache if possible.
|
|
If the property is not present in the cache then it will be added automatically so that subsequent calls
|
|
will be quicker.
|
|
</summary>
|
|
<param name="name">The name of the property to find</param>
|
|
<param name="isStatic">Is the target property a static or instance property</param>
|
|
<returns>The
|
|
<see cref="T:System.Reflection.PropertyInfo"/>
|
|
for the specified property
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindCachedMethod(System.String,System.Boolean)">
|
|
<summary>
|
|
Finds a method with the specified name from the cache if possible.
|
|
If the method is not present in the cache then it will be added automatically so that subsequent calls
|
|
will be quicker.
|
|
</summary>
|
|
<param name="name">The name of the method to find</param>
|
|
<param name="isStatic">Is the target method a static or instance method</param>
|
|
<returns>The
|
|
<see cref="T:System.Reflection.MethodInfo"/>
|
|
for the specified method
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CallStatic(System.String)">
|
|
<summary>
|
|
Attempts to call a static method on this
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
with the specified name.
|
|
This works in a similar way as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
The target method must be static and not accept any arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the static method to call</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
<exception cref="T:System.Reflection.TargetException">The target method could not be found on the managed
|
|
type
|
|
</exception>
|
|
<exception cref="T:System.Reflection.TargetException">The target method is not static</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.CallStatic(System.String,System.Object[])">
|
|
<summary>
|
|
Attempts to call a static method on this
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
with the specified name.
|
|
This works in a similar way as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
The target method must be static and not accept any arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the static method to call</param>
|
|
<param name="arguments">The arguemnts passed to the method</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
<exception cref="T:System.Reflection.TargetException">The target method could not be found on the managed
|
|
type
|
|
</exception>
|
|
<exception cref="T:System.Reflection.TargetException">The target method is not static</exception>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.SafeCallStatic(System.String)">
|
|
<summary>
|
|
Attempts to call a static method on this
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
with the specified name.
|
|
Any exceptions throw as a result of locating or calling the method will be caught silently
|
|
This works in a similar way as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
The target method must be static and not accept any arguments.
|
|
</summary>
|
|
<param name="method">The name of the static method to call</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.SafeCallStatic(System.String,System.Object[])">
|
|
<summary>
|
|
Attempts to call a static method on this
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
with the specified name.
|
|
Any exceptions throw as a result of locating or calling the method will be caught silently
|
|
This works in a similar way as
|
|
<see cref="M:UnityEngine.GameObject.SendMessage(System.String)"/>
|
|
where the method name is specified.
|
|
The target method must be static and not accept any arguments.
|
|
</summary>
|
|
<param name="method">The name of the static method to call</param>
|
|
<param name="arguments">The arguments passed to the method</param>
|
|
<returns>The value returned from the target method or null if the target method does not return a value
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.ToString">
|
|
<summary>
|
|
Override ToString implementation.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindType(System.String,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find a type with the specified name in the specified<see
|
|
cref="T:UMod.Scripting.ScriptDomain"/>.
|
|
</summary>
|
|
<param name="typeName">The name of the type to find</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
matching the specified type name or null if the type was not found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindSubTypeOf(System.String,System.Type,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find a type with the specified name in the specified
|
|
<see cref="T:UMod.Scripting.ScriptDomain"/>
|
|
that inherits from the specified base type.
|
|
</summary>
|
|
<param name="typeName">The name of the type to find</param>
|
|
<param name="subType">The base type that the type must inherit from</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
matching the specified type name and inheritance constraints or null if the type was not found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindSubTypeOf``1(System.String,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find a type with the specified name in the specified
|
|
<see cref="T:UMod.Scripting.ScriptDomain"/>
|
|
that inherits from the specified generic base type.
|
|
</summary>
|
|
<typeparam name="T">The generic type that the type must inherit from</typeparam>
|
|
<param name="typeName">The name of the type to find</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
matching the specified type name and inheritance constranints or null if the type was not found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindSubTypeOf(System.Type,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find the first type that inherits from the specfieid sub type.
|
|
</summary>
|
|
<param name="subType">The base type that the type should inherit from</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
matching the specified inheritance constraints or null if the type was not found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindSubTypeOf``1(UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find the first type that inherits from the specified generic sub type.
|
|
</summary>
|
|
<typeparam name="T">The generic type that the type must inherit from</typeparam>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
matching the specified inheritance constraints or null if the type was not found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindAllSubTypesOf(System.Type,System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find all types that inherit from the specified sub type.
|
|
</summary>
|
|
<param name="subType">The base type that the types must inherit from</param>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
that inherit from the specified base type or an empty array if no types were found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindAllSubTypesOf``1(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find all the types that inherit from the specified generic sub type.
|
|
</summary>
|
|
<typeparam name="T">The generic base type that the types must inherit from</typeparam>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
that inherit from the specified base type or an empty array if no types were found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindAllTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempt to find all types in the specified domain.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domai to search or null if the active domain should be used</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
that exist in the specified domain or an empty array if no types were found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindAllUnityTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempts to find all types in the specified domain that inherit from<see cref="T:UnityEngine.Object"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
that inherit from
|
|
<see cref="T:UnityEngine.Object"/>
|
|
or an empty array if no types were found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindAllMonoBehaviourTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempts to find all types in the specified domain that inherit from<see
|
|
cref="T:UnityEngine.MonoBehaviour"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
that inherit from
|
|
<see cref="T:UnityEngine.MonoBehaviour"/>
|
|
or an empty array if no types were found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.FindAllScriptableObjectTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Attempts to find all types in the specified domain that inherit from<see
|
|
cref="T:UnityEngine.ScriptableObject"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.Scripting.ScriptType"/>
|
|
that inherit from
|
|
<see cref="T:UnityEngine.ScriptableObject"/>
|
|
or an empty array if no types were found
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.EnumerateAllSubTypesOf(System.Type,System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Enumerates all types that inherit from the specified sub type.
|
|
</summary>
|
|
<param name="subType">The base type that the types must inherit from</param>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.EnumerateAllSubTypesOf``1(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Enumerate all types that inherit from the specified generic sub type.
|
|
</summary>
|
|
<typeparam name="T">The generic base type that the types must inherit from</typeparam>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.EnumerateAllTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Enumerate all types in the specified domain.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.EnumerateAllUnityTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Enumerate all types in the specified domain that inherit from<see cref="T:UnityEngine.Object"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be include in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.EnumerateAllMonoBehaviourTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Enumerate all types in the specified domain that inherit from<see cref="T:UnityEngine.MonoBehaviour"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be included in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="M:UMod.Scripting.ScriptType.EnumerateAllScriptableObjectTypes(System.Boolean,UMod.Scripting.ScriptDomain)">
|
|
<summary>
|
|
Enumerate all types in the specified domain that inherit from<see
|
|
cref="T:UnityEngine.ScriptableObject"/>.
|
|
</summary>
|
|
<param name="includeNonPublic">Should non-public types be include in the search</param>
|
|
<param name="searchDomain">The domain to search or null if the active domain should be used</param>
|
|
<returns>Enumerable of matching results</returns>
|
|
</member>
|
|
<member name="T:UMod.Mod">
|
|
<summary>
|
|
Mod class that allows developers to trigger messages that get sent to the mod as well as access running
|
|
mod hosts.
|
|
See also the
|
|
<see cref="T:UMod.ModBehaviour"/>
|
|
component for mono behaviour functionality with added mod events and
|
|
methods.
|
|
</summary>
|
|
</member>
|
|
<member name="E:UMod.Mod.OnLoadComplete">
|
|
<summary>
|
|
Triggered when any mod host has completed the loading process even if the load failed.
|
|
The
|
|
<see cref="T:UMod.ModHost"/>
|
|
that triggered the event will be passed as an argument.
|
|
If multiple load requests are issued, this event will be triggered for each load request.
|
|
</summary>
|
|
</member>
|
|
<member name="E:UMod.Mod.OnResolveReference">
|
|
<summary>
|
|
Called during mod loading when a reference needs to be loaded but cant be resolved automatically by the
|
|
loader.
|
|
This allows you to manually specify the
|
|
<see cref="T:System.Uri"/>
|
|
location of the referenced mod.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.CommandLine">
|
|
<summary>
|
|
Access the mod command line arguments.
|
|
This allows for parsing the command line into Uri path objects for each mod specified.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.DefaultDirectory">
|
|
<summary>
|
|
Get the uMod default directory where mods can be installed.
|
|
This is equivilent to 'Application.persistentDataPath + "/Mods"'.
|
|
This directory will be used by default to load references and command line mods.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.PersistentDataDirectory">
|
|
<summary>
|
|
The folder location where uMod will store persistent data for mods.
|
|
By default this directory will be set to 'Application.persistentDataPath + "/Data/UMod"' but can be
|
|
changed using the property setter.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.Logger">
|
|
<summary>
|
|
Get the log receiver for umod. All loaded mods will log to this receiver.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.IsTrialVersion">
|
|
<summary>
|
|
Returns true if the current version of uMod is running in trial mode.
|
|
When in trial mode, uMod 2.0 cannot be used in release builds and the scripting system is disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.IsPlatformSupported">
|
|
<summary>
|
|
Returns true if the current runtime platform is supported by uMod.
|
|
When in editor play mode, this value will return true.
|
|
Only desktop platforms are supported (Windows, Mac linux).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.IsRunningMods">
|
|
<summary>
|
|
Allows the developer to determine whether any mods are currently running.
|
|
Atleast one mod host must be successfully loaded for this property to be true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Mod.RunningModCount">
|
|
<summary>
|
|
Allows the developer to get the exact number of mods that are currently running.
|
|
The mod host must be succesfully loaded to be counted.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Mod.ParseAndLoadCommandLine">
|
|
<summary>
|
|
Parse all mod paths from the command line and load all mods.
|
|
</summary>
|
|
<returns>An array of mod hosts representing each attempted command line load</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.ParseAndLoadCommandLineAsync">
|
|
<summary>
|
|
Parse all mods from the command line and load asll asynchronously.
|
|
</summary>
|
|
<returns>An async operation that can be yielded and contains infomration about the current loading
|
|
progress
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.Load(System.Uri,System.Boolean)">
|
|
<summary>
|
|
Load a mod from the specified<see cref="T:System.Uri"/>.
|
|
A
|
|
<see cref="T:UMod.ModHost"/>
|
|
will be created to manage the mod and returned as the result.
|
|
If the mod is already loaded then this method will simply return the
|
|
<see cref="T:UMod.ModHost"/>
|
|
for the loaded mod.
|
|
</summary>
|
|
<param name="path">The
|
|
<see cref="T:System.Uri"/>
|
|
to load the mod from
|
|
</param>
|
|
<param name="autoActivate">Should the mod be automatially activated once loaded. See
|
|
<see cref="M:UMod.ModHost.Activate"/>
|
|
</param>
|
|
<returns>The
|
|
<see cref="T:UMod.ModHost"/>
|
|
that is managing the mod
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.LoadBatch(System.Uri[],System.Boolean)">
|
|
<summary>
|
|
Load all mods from the specified paths.
|
|
A
|
|
<see cref="T:UMod.ModHost"/>
|
|
will be created for each path specified.
|
|
</summary>
|
|
<param name="paths">An array of
|
|
<see cref="T:System.Uri"/>
|
|
to load from
|
|
</param>
|
|
<param name="autoActivate">Should the mods be automatially activated once loaded. See
|
|
<see cref="M:UMod.ModHost.Activate"/>
|
|
</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.ModHost"/>
|
|
representing the managers for each load request
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.LoadAll(System.Boolean,UMod.ModDirectory)">
|
|
<summary>
|
|
Loads all mods that are installed in the<see cref="T:UMod.ModDirectory"/>.
|
|
A
|
|
<see cref="T:UMod.ModHost"/>
|
|
will be created for each path specified.
|
|
If no mods are installed then this method will return an empty array.
|
|
</summary>
|
|
<param name="autoActivate">Should the mods be automatially activated once loaded. See
|
|
<see cref="M:UMod.ModHost.Activate"/>
|
|
</param>
|
|
<param name="modDirectory">The
|
|
<see cref="T:UMod.ModDirectory"/>
|
|
used to locate all installed mods. Passing null will cause the
|
|
<see cref="P:UMod.Mod.DefaultDirectory"/>
|
|
to be used as the target search directory
|
|
</param>
|
|
<returns>An array of
|
|
<see cref="T:UMod.ModHost"/>
|
|
representing the managers for each mod loaded. The length or the array can be used to determine the
|
|
amount of load requests issued
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.LoadAsync(System.Uri,System.Boolean)">
|
|
<summary>
|
|
Load all mods from the specified paths asynchronously.
|
|
A
|
|
<see cref="T:UMod.ModHost"/>
|
|
array will be created to manage the mod and returned as the result of the async operation.
|
|
</summary>
|
|
<param name="path">The
|
|
<see cref="T:System.Uri"/>
|
|
to load the mod from
|
|
</param>
|
|
<param name="autoActivate">Should the mod be automatially activated once loaded. See<see
|
|
cref="M:UMod.ModHost.Activate"/>. Note that activation must be performed on the main thread which
|
|
will block until completed
|
|
</param>
|
|
<returns>An awaitable object containing progress and status information whose
|
|
<see cref="P:UMod.ModAsyncOperation.Result"/>
|
|
value will be the host managing the load
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.LoadBatchAsync(System.Uri[],System.Boolean)">
|
|
<summary>
|
|
Load a mod from the specified
|
|
<see cref="T:System.Uri"/>
|
|
asynchronously.
|
|
A
|
|
<see cref="T:UMod.ModHost"/>
|
|
will be created to manage the mod and returned as the result of the async operation.
|
|
The async operation will not be complete until all mods have finished loading.
|
|
</summary>
|
|
<param name="paths">An array of
|
|
<see cref="T:System.Uri"/>
|
|
to load from
|
|
</param>
|
|
///
|
|
<param name="autoActivate">Should the mods be automatially activated once loaded. See<see
|
|
cref="M:UMod.ModHost.Activate"/>. Note that activation must be performed on the main thread which
|
|
will block until completed
|
|
</param>
|
|
<returns>An awaitable object containing progress and status information whose
|
|
<see cref="P:UMod.ModAsyncOperation.Result"/>
|
|
value will be an array of hosts managing the load requests
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.LoadAllAsync(System.Boolean,UMod.ModDirectory)">
|
|
<summary>
|
|
Loads all mods that are installed in the
|
|
<see cref="T:UMod.ModDirectory"/>
|
|
asynchronously.
|
|
A
|
|
<see cref="T:UMod.ModHost"/>
|
|
will be created to manage the mod and returned as the result of the async operation.
|
|
If no mods are installed then this method will return an empty array.
|
|
The async operation will not be complete until all mods have finished loading.
|
|
</summary>
|
|
///
|
|
<param name="autoActivate">Should the mods be automatially activated once loaded. See<see
|
|
cref="M:UMod.ModHost.Activate"/>. Note that activation must be performed on the main thread which
|
|
will block until completed
|
|
</param>
|
|
<param name="modDirectory">The
|
|
<see cref="T:UMod.ModDirectory"/>
|
|
used to locate all installed mods. Passing null will cause the
|
|
<see cref="P:UMod.Mod.DefaultDirectory"/>
|
|
to be used as the target search directory
|
|
</param>
|
|
<returns>An awaitable object containing progress and status information whose
|
|
<see cref="P:UMod.ModAsyncOperation.Result"/>
|
|
value will be an array of hosts managing the load requests
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.UnloadAllMods(System.Boolean)">
|
|
<summary>
|
|
Accesses all loaded mods and calls
|
|
<see cref="M:UMod.ModHost.UnloadMod(System.Boolean)"/>
|
|
to free the host.
|
|
Helper method to quickly unload all loaded mods.
|
|
</summary>
|
|
<param name="destroyHosts">When true, all mod host game obejcts will also be destroyed</param>
|
|
</member>
|
|
<member name="M:UMod.Mod.IsModLoaded(System.Uri)">
|
|
<summary>
|
|
Checks whether the mod at the specified path is currently loaded by any<see cref="T:UMod.ModHost"/>.
|
|
</summary>
|
|
<param name="modPath">The Uri path to the mod</param>
|
|
<returns>True if a mod with the same path is currently loaded or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.IsModLoaded(System.String)">
|
|
<summary>
|
|
Checks whether a mod with the specified name is currently loaded by any<see cref="T:UMod.ModHost"/>.
|
|
</summary>
|
|
<param name="modName">The name of the mod</param>
|
|
<returns>True if a mod with a matching name is currently loaded or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.IsModLoaded(System.String,System.String)">
|
|
<summary>
|
|
Checks whether a mod with the specified name and version is currently loaded by any<see
|
|
cref="T:UMod.ModHost"/>.
|
|
If a mod with a matching name is found but the version is not the same then the return value will be
|
|
false.
|
|
</summary>
|
|
<param name="modName">The name of the mod</param>
|
|
<param name="modVersion">The version string of the mod e.g '1.0.0'</param>
|
|
<returns>True if a mod with a matching name and version is currently loaded or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.GetLoadedMod(System.Uri)">
|
|
<summary>
|
|
Attempts to get the
|
|
<see cref="T:UMod.ModHost"/>
|
|
for a loaded mod at the specified path.
|
|
If the mod is not loaded then the return value will be null.
|
|
</summary>
|
|
<param name="modPath">The path of the mod to look for</param>
|
|
<returns>A
|
|
<see cref="T:UMod.ModHost"/>
|
|
or null if the mod is not loaded
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.GetLoadedMod(System.String)">
|
|
<summary>
|
|
Attempts to get the
|
|
<see cref="T:UMod.ModHost"/>
|
|
for a loaded mod with the specified name.
|
|
If the mod is not loaded then the return value will be null.
|
|
</summary>
|
|
<param name="modName">The name of the mod to look for</param>
|
|
<returns>A
|
|
<see cref="T:UMod.ModHost"/>
|
|
or null if the mod is not loaded
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.GetLoadedMod(System.String,System.String)">
|
|
<summary>
|
|
Attempts to get the
|
|
<see cref="T:UMod.ModHost"/>
|
|
for a loaded mod with the specified name and version.
|
|
If a mod with the same name but different version is loaded then the return value will still be null
|
|
(Explicit match).
|
|
If the mod is not loaded then the return value will be null.
|
|
</summary>
|
|
<param name="modName">The name of the mod to look for</param>
|
|
<param name="modVersion">The required version of the mod</param>
|
|
<returns>A
|
|
<see cref="T:UMod.ModHost"/>
|
|
or null if the mod is not loaded
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Mod.BroadcastMessage(System.String)">
|
|
<summary>
|
|
Allows the developer to trigger an event that mod classes may listen to.
|
|
Works in a similar way to the 'SendMessage' method of Unity but the message will only be sent to modded
|
|
scripts.
|
|
Allows the developer to implement event callbacks similar to mono behaviour messages such as
|
|
OnTriggerEnter.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
</member>
|
|
<member name="M:UMod.Mod.BroadcastMessage(System.String,System.Object)">
|
|
<summary>
|
|
Allows the developer to trigger an event that mod classes may listen to.
|
|
Works in a similar way to the 'SendMessage' method of Unity but the message will only be sent to modded
|
|
scripts.
|
|
Allows the developer to implement event callbacks similar to mono behaviour messages such as
|
|
OnTriggerEnter.
|
|
This overload allows a single value to be passed as an argument.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
<param name="arg">A value to be passed as an argument, Referenced Unity types are allowed</param>
|
|
</member>
|
|
<member name="M:UMod.Mod.BroadcastMessage(System.String,System.Object[])">
|
|
<summary>
|
|
Allows the developer to trigger an event that mod classes may listen to.
|
|
Works in a similar way to the 'SendMessage' method of Unity but the message will only be sent to modded
|
|
scripts.
|
|
Allows the developer to implement event callbacks similar to mono behaviour messages such as
|
|
OnTriggerEnter.
|
|
This overload allows an undefined number of values to be apssed as arguments.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
<param name="args">A param list of arguments to pass to the method, Referenced Unity types are allowed
|
|
</param>
|
|
</member>
|
|
<member name="T:UMod.ModAssets">
|
|
<summary>
|
|
Allows developers to request assets loads from any running mod host.
|
|
Allows pre-compiled mod assets to be loaded at runtime for any running
|
|
<see cref="T:UMod.ModHost"/>
|
|
that contains an
|
|
asset with the specified name.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModAssets.HasAsset(System.String)">
|
|
<summary>
|
|
Returns true if any loaded mod conatins an asset with the specified name.
|
|
</summary>
|
|
<param name="name">The name of the asset to look for</param>
|
|
<returns>True if the asset exists</returns>
|
|
</member>
|
|
<member name="M:UMod.ModAssets.Load(System.String)">
|
|
<summary>
|
|
Attempts to load an asset from a loaded mod.
|
|
This method will check all loaded mods for an asset with the specified name.
|
|
</summary>
|
|
<param name="name">The name of the asset to load</param>
|
|
<returns>The loaded asset or null if the asset was not found</returns>
|
|
</member>
|
|
<member name="M:UMod.ModAssets.Load``1(System.String)">
|
|
<summary>
|
|
Attempts to load an asset from a loaded mod and return the value as the specified generic type.
|
|
This method will check all loaded mods for an asset with the specified name.
|
|
</summary>
|
|
<typeparam name="T">The generic type to return the asset as</typeparam>
|
|
<param name="name">The name of the asset to load</param>
|
|
<returns>The loaded asset as the specified generic type or null if the asset was not found</returns>
|
|
</member>
|
|
<member name="M:UMod.ModAssets.LoadAsync(System.String)">
|
|
<summary>
|
|
Attempts to load an asset from a loaded mod asynchronously.
|
|
This method will check all loaded mods for an asset with the specified name.
|
|
</summary>
|
|
<param name="nameOrPath">The name or path of the asset to load</param>
|
|
<returns>A yieldable object containting load progress information</returns>
|
|
</member>
|
|
<member name="M:UMod.ModAssets.LoadAsync``1(System.String)">
|
|
<summary>
|
|
Attempts to load an asset from a loaded mod asynchronously and return the result as the specified
|
|
generic type.
|
|
This method will check all loaded mods for an asset with the specified name.
|
|
</summary>
|
|
<typeparam name="T">The generic type to return the asset as</typeparam>
|
|
<param name="nameOrPath">The name or path of the asset to load</param>
|
|
<returns>A yieldable object containgin load progress information</returns>
|
|
</member>
|
|
<member name="T:UMod.ModBehaviour">
|
|
<summary>
|
|
The mod behaviour class is a substitue for the mono behaviour class that provides additional information
|
|
to the
|
|
developer.
|
|
By default all public members of the inheriting class will be exposed to modders.
|
|
The developer must inherit from this class if they want to support inheritance.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModBehaviour.IsModLoaded">
|
|
<summary>
|
|
Returns true if a valid host exists in the scene and currently has a mod loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModBehaviour.Hosts">
|
|
<summary>
|
|
Returns an array of mod hosts that are currently in the scene.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModBehaviour.ActiveHost">
|
|
<summary>
|
|
Returns a reference to the active
|
|
<see cref="T:UMod.ModHost"/>
|
|
instance in the scene. Always the first host created.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.OnModLoaded(UMod.ModHost)">
|
|
<summary>
|
|
Event method triggered when a mod host has successfully loaded a mod.
|
|
This method provides the same callback behaviour as subscribing to the
|
|
<see cref="E:UMod.Mod.OnLoadComplete"/>
|
|
event.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.OnModUnloaded(UMod.ModHost)">
|
|
<summary>
|
|
Event method triggered when a mod host has successfully un-loaded a mod.
|
|
This method provides the same callback behaviour as subscribing to the
|
|
<see cref="E:UMod.ModHost.OnModUnloaded"/>
|
|
event.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.VirtualMessage(System.String)">
|
|
<summary>
|
|
Allows the developer to trigger a callback that inheriting mod classes may listen for.
|
|
Works in a similar way to the 'SendMessage' method of Unity except that only mod classes inheriting from
|
|
this class
|
|
can be triggered.
|
|
An example would be triggering a damage message to indicate to modders that this object is taking
|
|
damage.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.VirtualMessage(System.String,System.Object)">
|
|
<summary>
|
|
Allows the developer to trigger a callback that inheriting mod classes may listen for.
|
|
Works in a similar way to the 'SendMessage' method of Unity except that only mod classes inheriting from
|
|
this class
|
|
can be triggered.
|
|
This overload allows a single argument to be passed.
|
|
An example would be triggering a damage message to indicate to modders that this object is taking
|
|
damage.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
<param name="arg">A value to pass as an argument. Referenced Unity types are allowed</param>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.VirtualMessage(System.String,System.Object[])">
|
|
<summary>
|
|
Allows the developer to trigger a callback that inheriting mod classes may listen for.
|
|
Works in a similar way to the 'SendMessage' method of Unity except that only mod classes inheriting from
|
|
this class
|
|
can be triggered.
|
|
This overload allows an undefined number of arguments to be passed.
|
|
An example would be triggering a damage message to indicate to modders that this object is taking
|
|
damage.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
<param name="args">A params list of arguiments to pass to the method, Referenced Unity types are allowed
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.BroadcastModMessage(System.String)">
|
|
<summary>
|
|
Allows the developer to trigger an event that mod classes may listen to.
|
|
Works in a similar way to the 'SendMessage' method of Unity.
|
|
An example would be triggering a game over message to inform the mod that the game has ended.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.BroadcastModMessage(System.String,System.Object)">
|
|
<summary>
|
|
Allows the developer to trigger an event that mod classes may listen to.
|
|
Works in a similar way to the 'SendMessage' method of Unity.
|
|
This overload allows a single value to be passed as an argument.
|
|
An example would be triggering a game over message to inform the mod that the game has ended.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
<param name="arg">A value to be passed as an argument, Referenced Unity types are allowed</param>
|
|
</member>
|
|
<member name="M:UMod.ModBehaviour.BroadcastModMessage(System.String,System.Object[])">
|
|
<summary>
|
|
Allows the developer to trigger an event that mod classes may listen to.
|
|
Works in a similar way to the 'SendMessage' method of Unity.
|
|
This overload allows an any number of values to be passed as arguments, Referenced Unity types are
|
|
allowed.
|
|
An example would be triggering a game over message to inform the mod that the game has ended.
|
|
</summary>
|
|
<param name="methodName">The name of the method to trigger</param>
|
|
<param name="args">A param list of arguments to pass to the method, Referenced Unity types are allowed
|
|
</param>
|
|
</member>
|
|
<member name="T:UMod.ModCommandLine">
|
|
<summary>
|
|
Responsible for accessing and parsing the applications command line in order to locate the specified
|
|
command line
|
|
token.
|
|
Allows support for command line launching from the UMod Exporter for quick mod testing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModCommandLine.HasMods">
|
|
<summary>
|
|
Returns true if the command line contains any mod paths;
|
|
This property may result in the command line being parsed automatically.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModCommandLine.SingleMod">
|
|
<summary>
|
|
Attempts to access a single mod path from the command line if one exists.
|
|
This property will always return the first found path within the command line and any other paths will
|
|
be ignored.
|
|
This property may result in the command line being parsed automatically.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModCommandLine.AllMods">
|
|
<summary>
|
|
Attempts to enumerate all paths found in the command line.
|
|
This property may result in the command line being parsed automatically.
|
|
</summary>
|
|
</member>
|
|
<member name="E:UMod.ModCommandLine.OnModCommandLine">
|
|
<summary>
|
|
This event is called when the command line is being parsed and detects a mod path.
|
|
The mod path is passed to this delegate and can then be loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModCommandLine.Parse">
|
|
<summary>
|
|
Begins parsing the application command line as provided by
|
|
<see cref="M:UMod.ModCommandLine.GetEnvironmentString(System.Boolean)"/>
|
|
to find any
|
|
mod paths specified for loading.
|
|
This method may result in the
|
|
<see cref="E:UMod.ModCommandLine.OnModCommandLine"/>
|
|
event being triggered if any mod paths are found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModCommandLine.ParseString(System.String)">
|
|
<summary>
|
|
Attempts to parse a user provided string to find any mod paths specified for loading.
|
|
This method may result in the
|
|
<see cref="E:UMod.ModCommandLine.OnModCommandLine"/>
|
|
event being triggered if any mod paths are found.
|
|
</summary>
|
|
<param name="input">A user string to parse, typically the command line string</param>
|
|
</member>
|
|
<member name="M:UMod.ModCommandLine.GetEnvironmentString(System.Boolean)">
|
|
<summary>
|
|
Attempts to access the command line string generated by the application and combines it into a single
|
|
space
|
|
separated string.
|
|
</summary>
|
|
<param name="skipExecutionPath">
|
|
When true, the application startup path that is always present in the command line will
|
|
be excluded from the result
|
|
</param>
|
|
<returns>A string value representing the applications command line</returns>
|
|
</member>
|
|
<member name="T:UMod.ModLoadStatus">
|
|
<summary>
|
|
Used to indicate the current loading state of the mod host
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadStatus.NotLoaded">
|
|
<summary>
|
|
No loading is occuring.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadStatus.DownloadingInProgress">
|
|
<summary>
|
|
One or more files are currenlty being downloaded from a remote server.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadStatus.LoadingInProgress">
|
|
<summary>
|
|
The specified files are loading.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadStatus.LoadingComplete">
|
|
<summary>
|
|
The load operation has completed.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.ModLoadError">
|
|
<summary>
|
|
Used to indicate the type of error that occurred while loading a mod
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.NoError">
|
|
<summary>
|
|
The mod loaded without error.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.UnknownError">
|
|
<summary>
|
|
An unknown error occurred during loading that prevented the mod from runnning.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.LocalStreamingFailed">
|
|
<summary>
|
|
An error occirred while attempting to retrieve files from the local file system, Usually an IO excption.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.RemoteStreamingFailed">
|
|
<summary>
|
|
An error occurred while attempting to retrieve files from a remote server.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.InvalidMod">
|
|
<summary>
|
|
The mod failed to load because required files are missing or corrupt.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.InvalidPath">
|
|
<summary>
|
|
The mod failed to load because the specified path does not point to a valid mod folder structre.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.ModNotFound">
|
|
<summary>
|
|
The mod file coould not be found at the path specified.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.MissingResources">
|
|
<summary>
|
|
The mod could not be loaded because it is missing the essential resource file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.MissingReferences">
|
|
<summary>
|
|
One or more of the mod references could not be loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.UModVersionIncompatibility">
|
|
<summary>
|
|
The mod could not be loaded because it was created with a newer version of the uMod Build Engine.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.UModGameIncompatibility">
|
|
<summary>
|
|
The mod could not be loaded because it targets a different game.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.UnityVersionIncompatibility">
|
|
<summary>
|
|
The mod could not be loaded because it was created with a different version of Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.ModLoadError.SecurityError">
|
|
<summary>
|
|
The mod could not be loaded because it breaches the security policy imposed by the host.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.ModHost">
|
|
<summary>
|
|
The main mod component that provides access to loading and running a user created mod.
|
|
</summary>
|
|
</member>
|
|
<member name="E:UMod.ModHost.OnModWillUnload">
|
|
<summary>
|
|
This event is triggered just before a mod is about to be unloaded.
|
|
This allows you to perform cleanup tasks or similar before the mod is destroyed.
|
|
Only triggered when the host actually has a mod loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="E:UMod.ModHost.OnModUnloaded">
|
|
<summary>
|
|
This event is triggered after a host has unloaded an existing mod from memory.
|
|
Only triggered when the host actually has a mod loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.IsModActivated">
|
|
<summary>
|
|
Returns true if this mod host has been activated.
|
|
Activation causes the mod content to be initialized. Without activation, the content is not accessible.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.CanBeReclaimed">
|
|
<summary>
|
|
When true, existing mod hosts that are in an idle state (Unloaded and not loading) may be reclaimed for
|
|
reuse by
|
|
another mod load.
|
|
Calls to
|
|
<see cref="M:UMod.ModHost.CreateNewHost"/>
|
|
or
|
|
<see cref="M:UMod.Mod.Load(System.Uri,System.Boolean)"/>
|
|
may result in host reclaims.
|
|
By default, this value is true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.HasScenes">
|
|
<summary>
|
|
Returns true if the current loaded mod contains any scenes.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod host does not have a mod loaded. Use
|
|
<see cref="P:UMod.ModHost.IsModLoaded"/>
|
|
to check if a mod is loaded before accessing the property
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.HasAssets">
|
|
<summary>
|
|
Returns true if the current loaded mod contains any prefab assets.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod host does not have a mod loaded. Use
|
|
<see cref="P:UMod.ModHost.IsModLoaded"/>
|
|
to check if a mod is loaded before accessing the property
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.HasScripts">
|
|
<summary>
|
|
Returns true if the current loaded mod contains any code assets.
|
|
Code assets can be in the form of C# scripts or managed assemblies and both will be treated as 'Scripts'
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod host does not have a mod loaded. Use
|
|
<see cref="P:UMod.ModHost.IsModLoaded"/>
|
|
to check if a mod is loaded before accessing the property
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.HasDependencies">
|
|
<summary>
|
|
Returns true if the current mod is dependant upon any other mods.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The mod host does not have a mod loaded. Use
|
|
<see cref="P:UMod.ModHost.IsModLoaded"/>
|
|
to check if a mod is loaded before accessing the property
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.CurrentModPath">
|
|
<summary>
|
|
Returns the current mod path representing the loaded mod location as specified in the
|
|
<see cref="M:UMod.Mod.Load(System.Uri,System.Boolean)"/>
|
|
method.
|
|
If no mod is loaded then the return value will be null.
|
|
Note that the mod path may be set before the host has actually loaded the mod so it is reccommended that
|
|
you also check
|
|
<see cref="P:UMod.ModHost.IsModLoading"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.CurrentMod">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.IModInfo"/>
|
|
interface for the the current mod allowing access to values such as mod name and version.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">Thrown when the property is accessed but a mod is not
|
|
currently loaded
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.ReferencedMods">
|
|
<summary>
|
|
Get and array of
|
|
<see cref="T:UMod.IModInfo"/>
|
|
that the current mod references.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.HostDependencies">
|
|
<summary>
|
|
Get an array of
|
|
<see cref="T:UMod.ModHost"/>
|
|
that this host is dependant upon in order to function correclty.
|
|
This array will only be populated once this host has finished loading its hosted mod.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.CurrentIdentity">
|
|
<summary>
|
|
Returns an instance of the<see cref="T:UMod.Shared.ModIdentity"/>y class representing the current loaded
|
|
mod or null if no mod is loaded.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">Thrown when the property is accessed but a mod is not
|
|
currently loaded
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.Assets">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.IModAssets"/>
|
|
interface for the current mod allowing asset loaading from the mod via the host.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The host does not have a valid mod loaded</exception>
|
|
<exception cref="T:UMod.ModNotActivatedException">The host has a valid mod loaded but it has not yet been
|
|
activated. Mod assets will not be available until activation is completed
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.SharedAssets">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.IModAssets"/>
|
|
interface for the current mod allowing shared asset loading from the mod via the host.
|
|
Shared assets include all referenced mod assets reccursivley as well as this mods assets.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The host does not have a valid mod loaded</exception>
|
|
<exception cref="T:UMod.ModNotActivatedException">The host has a valid mod loaded but it has not yet been
|
|
activated. Mod assets will not be available until activation is completed
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.Scenes">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.IModScenes"/>
|
|
interface for the current mod allowing scene loading from the mod via the host.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The host does not have a valid mod loaded</exception>
|
|
<exception cref="T:UMod.ModNotActivatedException">The host has a valid mod loaded but it has not yet been
|
|
activated. Mod scenes will not be available until activation is completed
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.SharedScenes">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.IModScenes"/>
|
|
interface for the current mod allowing scene loading from the mod via the host.
|
|
Shared scenes include all referenced mod scenes reccursivley as well as this mods scenes.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The host does not have a valid mod loaded</exception>
|
|
<exception cref="T:UMod.ModNotActivatedException">The host has a valid mod loaded but it has not yet been
|
|
activated. Mod scenes will not be available until activation is completed
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.DebugHandler">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.Debugging.ModDebugHandler"/>
|
|
for the current mod and can be used to log useful debug messages.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.ScriptDomain">
|
|
<summary>
|
|
Access the script domain for this mod.
|
|
If the host does not have a mod loaded then the return value will be null.
|
|
</summary>
|
|
<exception cref="T:UMod.ModNotLoadedException">The host does not have a valid mod loaded</exception>
|
|
<exception cref="T:UMod.ModNotActivatedException">The host has a valid mod loaded but it has not yet been
|
|
activated. The mod script domain will not be available until activation is completed
|
|
</exception>
|
|
</member>
|
|
<member name="P:UMod.ModHost.AllModHosts">
|
|
<summary>
|
|
Returns an array of references to all mod hosts currently in the scene regardless of their load state.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModHost.Awake">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModHost.OnDestroy">
|
|
<summary>
|
|
Called by Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModHost.DestroyModObjects">
|
|
<summary>
|
|
Destroys all active game objects that have been created by this mod.
|
|
This may be called automatically as a result of calling
|
|
<see cref="M:UMod.ModHost.UnloadMod"/>
|
|
depending upon the value of<see cref="F:UMod.Settings.UModSettings.cleanupModObjects"/>.
|
|
This method needs the mod to be loaded in order to succeed. If the mod has been unloaded and this method
|
|
is called then it will fail silently.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModHost.UnloadMod">
|
|
<summary>
|
|
Attempts to unload the mod owned by this host.
|
|
If the host does not have a mod loaded then no action is taken.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModHost.UnloadMod(System.Boolean)">
|
|
<summary>
|
|
Attempts to unload the mod owned by this host. Depending on settings this may cause all mod related game
|
|
objects to
|
|
also be destroyed.
|
|
If the host does not have a mod loaded then no action is taken.
|
|
</summary>
|
|
<param name="destroyHost">
|
|
When true, the host owning the mod will also be destroyed otherwise it will remain in the
|
|
scene for re-use
|
|
</param>
|
|
</member>
|
|
<member name="M:UMod.ModHost.Activate">
|
|
<summary>
|
|
Activates all mod content.
|
|
All mod asset and scene information will become available.
|
|
The default scene may be loaded depending upon the mod settings.
|
|
All mod entry point scripts will be security checked, initialized and executed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.ModHost.CreateNewHost">
|
|
<summary>
|
|
Static methods that provides a quick and simple method of creating a new mod host component in the
|
|
scene.
|
|
The method will create associated game objects and dependant components automatically to ensure that the
|
|
created
|
|
host is valid.
|
|
</summary>
|
|
<returns>A reference to a newly created
|
|
<see cref="T:UMod.ModHost"/>
|
|
class
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.ModHost.IsModInUse(System.Uri)">
|
|
<summary>
|
|
Returns true if any mod host currently has the specified mod loaded.
|
|
This method is used to avoid shared memory corruption which orrurs when the shared mod data is accessed
|
|
by 2 different mod hosts.
|
|
</summary>
|
|
<param name="path">The mod path to check for</param>
|
|
<returns>True if the mod path is loaded by any existing mod host</returns>
|
|
</member>
|
|
<member name="P:UMod.ModHost.LoadResult">
|
|
<summary>
|
|
Returns the
|
|
<see cref="T:UMod.ModLoadResult"/>
|
|
for the last load attempt.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.DownloadSpeed">
|
|
<summary>
|
|
Get the current
|
|
<see cref="P:UMod.ModHost.DownloadSpeed"/>
|
|
for this mod host.
|
|
This value will only be used when
|
|
<see cref="P:UMod.ModHost.IsModDownloading"/>
|
|
is true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.IsModLoaded">
|
|
<summary>
|
|
Returns true if this mod host currently has a mod loaded otherwise returns false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.IsModLoading">
|
|
<summary>
|
|
Returns true if this mod host is currently loading a mod otherwise returns false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.ModHost.IsModDownloading">
|
|
<summary>
|
|
Returns true if this mod host is currently downloading from a remote server or reading from the local
|
|
file system.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Settings.AssetData">
|
|
<summary>
|
|
Represents a single asset item containing a lookup name and Object reference.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.AssetData.lookupName">
|
|
<summary>
|
|
The name assigned by the developer and used for lookup.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.AssetData.value">
|
|
<summary>
|
|
The actual value of the object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Settings.AssetData.#ctor">
|
|
<summary>
|
|
Default constructor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Settings.AssetData.#ctor(UnityEngine.Object)">
|
|
<summary>
|
|
Parameter constructor
|
|
</summary>
|
|
<param name="value">The Object reference assigned to the data. The lookup name will be generated from this
|
|
reference
|
|
</param>
|
|
</member>
|
|
<member name="T:UMod.Settings.AssetSettings">
|
|
<summary>
|
|
Responsible to maintaining and managing settings related to compiled mod assets.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.AssetSettings.allowAssetSharing">
|
|
<summary>
|
|
Can game assets be used by mods.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.AssetSettings.materialAssets">
|
|
<summary>
|
|
Materials that mods can access.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.AssetSettings.prefabAssets">
|
|
<summary>
|
|
Prefabs that mods can access.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.ModdableSettings.ConflictBehaviour">
|
|
<summary>
|
|
The
|
|
<see cref="T:UMod.Moddable.ModdableContent.ModdableConflictBehaviour"/>
|
|
that should occur when one or more mods with the same target moddable content are loaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.ModdableSettings.UnloadBehaviour">
|
|
<summary>
|
|
The
|
|
<see cref="T:UMod.Moddable.ModdableContent.ModdableUnloadBehaviour"/>
|
|
that should occur when the mod owning the moddable content is about to be unloaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.ModdableSettings.AllowAssetIndexing">
|
|
<summary>
|
|
When enabled, mod assets can append array indexing syntax '[...]' to the end of thier file names in
|
|
order to indicate that a certain asset should be assigned to the specified index.
|
|
This can be useful for material and texture assets where more that one asset could be assinged to a
|
|
single object.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.ModdableSettings.RevertContentOnDestroy">
|
|
<summary>
|
|
When enabled, any moddable content that was applied via this component will be reverted to the original
|
|
asset when the component is destroyed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.ModRuntimeSecurityCheck.NoCodeValidation">
|
|
<summary>
|
|
No runtime code validation will be performed. This could allow potentially unsafe code to run.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.ModRuntimeSecurityCheck.OnlyValidateUncheckedCode">
|
|
<summary>
|
|
Only runtime code that has not been validated when building the mod will be checked. This may offer
|
|
better load performance as the validation checks are performed at build time.
|
|
Note that any code that was not checked at build time or has an invalid security hash will be validated
|
|
at runtime.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Settings.ModRuntimeSecurityCheck.AlwaysValidateCode">
|
|
<summary>
|
|
All mod code will be validated prior to loading regardless of whether it was valdiated at build time.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Settings.UModSettings">
|
|
<summary>
|
|
The global settings used by all mod hosts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.AllowCommandLine">
|
|
<summary>
|
|
Can mods be loaded from the command line.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.CommandLineFormat">
|
|
<summary>
|
|
The variable used when launching mods from the command line.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.AllowLoadAssets">
|
|
<summary>
|
|
Is the modder allowed to load assets from the mod (Prefabs).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.AllowSceneChanges">
|
|
<summary>
|
|
Is the modder allowed to request scene changes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.AutoLoadModScenes">
|
|
<summary>
|
|
Should mod scenes be loaded automatically when a mod is loaded. Not recommended when multiple mods are
|
|
used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.AllowModsCreatedByOlderUnityVersions">
|
|
<summary>
|
|
Should mods created with older versions of Unity be loadable by the standalone game.
|
|
Note that there may be issues when loading mods created by older Unity version such as material or
|
|
shader errors.
|
|
We always recommend that this option is disabled however you can enable it if you understand there may
|
|
be potential issues.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.CleanupModObjects">
|
|
<summary>
|
|
Should the host cleanup all objects it created when its associated mod is unloaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.LogLevel">
|
|
<summary>
|
|
The current log level defining the amount of detail that is logged to the console.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.MemoryBudgetBytes">
|
|
<summary>
|
|
The maximum number of bytes per resource that uMod will allow in memory per host.
|
|
If this amount is exceeded then uMod will download remote files to the file system and then stream the
|
|
data from file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.DiscoverNonPublicScriptTypes">
|
|
<summary>
|
|
When true, uMod will locate mod scripts that are private, protected or internal.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.DiscoverNonPublicScriptMembers">
|
|
<summary>
|
|
When true, uMod will locate members in mod scripts that are private, protected or internal.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.CaseSensitiveScriptNames">
|
|
<summary>
|
|
Should script find methods use case sensitive names.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Settings.UModSettings.SecurityRestrictions">
|
|
<summary>
|
|
The security restrictions used to validate mod code.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Streaming.DownloadUnit">
|
|
<summary>
|
|
Represents the download unit used by the download speed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Streaming.DownloadUnit.Bytes">
|
|
<summary>
|
|
Represents a download speed measured in bytes per second.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Streaming.DownloadUnit.KiloBytes">
|
|
<summary>
|
|
Represents a download speed measured in kilo bytes per second.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Streaming.DownloadUnit.MegaBytes">
|
|
<summary>
|
|
Represents a download speed measured in mega bytes per second.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.Streaming.DownloadSpeed">
|
|
<summary>
|
|
Represents a download speed value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.Streaming.DownloadSpeed.zero">
|
|
<summary>
|
|
Represents a donwload speed of 0 Bytes per second.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Streaming.DownloadSpeed.Unit">
|
|
<summary>
|
|
The current unit of measurement used by this download speed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.Streaming.DownloadSpeed.Speed">
|
|
<summary>
|
|
The current speed represented by this instance.
|
|
The measurment unit depends on
|
|
<see cref="P:UMod.Streaming.DownloadSpeed.Unit"/>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.Equals(UMod.Streaming.DownloadSpeed)">
|
|
<summary>
|
|
Additional equals.
|
|
</summary>
|
|
<param name="other">The
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
object to compare against
|
|
</param>
|
|
<returns>True if the objects are equal</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.ToString">
|
|
<summary>
|
|
Get the current downlaod speed as a string value.
|
|
</summary>
|
|
<returns>A string representation of this download speed</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.ToString(System.Boolean)">
|
|
<summary>
|
|
Get the current downlod speed as a string value.
|
|
</summary>
|
|
<param name="showUnit">When true, the download speed will include the measurement unit</param>
|
|
<returns>A string representation of this download speed</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.GetHashCode">
|
|
<summary>
|
|
Overriden hash code.
|
|
</summary>
|
|
<returns>Hash code for the current download speed</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.Equals(System.Object)">
|
|
<summary>
|
|
Overriden equals.
|
|
</summary>
|
|
<param name="obj">The object to compare against</param>
|
|
<returns>True if the objects are considered equal</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.UnitString(UMod.Streaming.DownloadUnit)">
|
|
<summary>
|
|
Get a string value representing the current units used by the download speed.
|
|
See also
|
|
<see cref="T:UMod.Streaming.DownloadUnit"/>
|
|
</summary>
|
|
<param name="unit">The unit to convert</param>
|
|
<returns>A string representation of the specified
|
|
<see cref="T:UMod.Streaming.DownloadUnit"/>
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.StartMeasuring">
|
|
<summary>
|
|
Resets all measue data so that new measures can be taken from the current time.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.Measure(System.Int64)">
|
|
<summary>
|
|
Get the
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
for the downloaded data based on the last measure time.
|
|
</summary>
|
|
<param name="currentBytes">The number of bytes that were processed during the time passed</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
representing the transfer speed of the data
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.MeasureAverage(System.Int64)">
|
|
<summary>
|
|
Get the average
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
for the downloaded data based on the last measure time.
|
|
</summary>
|
|
<param name="currentBytes">The number of bytes that were processed during the time passed</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
representing the average transfer speed of the data
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.Streaming.DownloadSpeed.FromBytesPerSecond(System.Int64)">
|
|
<summary>
|
|
Convert the specified number of bytes to a
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
representing the transfer rate per second.
|
|
</summary>
|
|
<param name="bytesPerSecond">The number of bytes that were transferred per second</param>
|
|
<returns>A
|
|
<see cref="T:UMod.Streaming.DownloadSpeed"/>
|
|
representing the transfer speed per second
|
|
</returns>
|
|
</member>
|
|
<member name="T:UMod.UModVersion">
|
|
<summary>
|
|
Used to access the current version of uMod.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.UModVersion.MajorVersion">
|
|
<summary>
|
|
The major version for uMod.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.UModVersion.MinorVersion">
|
|
<summary>
|
|
The minor verison for uMod.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.UModVersion.RevisionVersion">
|
|
<summary>
|
|
The revision version for uMod.
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|