Files
Continentis/Assets/UMod/Plugin/UMod-Interface.xml
SoulliesOfficial 9b1b5ca93f initial
2025-10-03 00:02:43 -04:00

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XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>UMod-Interface</name>
</assembly>
<members>
<member name="T:UMod.ModGameAssetReference">
<summary>
A serializable refernce to a shared game asset which can be used in mod scripts to reference specific shared game assets.
</summary>
</member>
<member name="P:UMod.ModGameAssetReference.GameAssetReference">
<summary>
Get the serialized guid reference to the assigned game asset.
This reference can be set via the inspector using the game assets selection window.
</summary>
</member>
<member name="P:UMod.ModGameAssetReference.IsReferenceAssigned">
<summary>
Returns a value indicating whether this reference points to a valid game asset.
This value will be false when the game asset reference has not been assigned (None).
Note that this value will be true for references to game asset that no longer exist (Missing).
</summary>
</member>
<member name="M:UMod.ModGameAssetReference.GetLoadedAsset">
<summary>
Return the pre-loaded asset instance.
</summary>
<returns></returns>
</member>
<member name="M:UMod.ModGameAssetReference.GetLoadedAsset``1">
<summary>
Return the pre-loaded asset instance.
</summary>
<returns></returns>
</member>
<member name="M:UMod.ModGameAssetReference.Instantiate(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instatiate the referenced game asset at the specified location.
Note that a valid game asset must be selected from the editor.
</summary>
<param name="position">The position to instantiate the game asset instance at</param>
<param name="rotation">The rotation to give to the created instance</param>
<returns>An object instantiated from the referenced game asset</returns>
<exception cref="T:System.InvalidOperationException">A game asset reference has not been set (Game asset reference is set to '(None'))</exception>
<exception cref="T:UnityEngine.MissingReferenceException">The referenced game asset could not be resolved at runtime. This usually indicates a problem asset sharing configuration in the game project</exception>
</member>
<member name="M:UMod.ModGameAssetReference.Instantiate``1(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instatiate the referenced game asset at the specified location.
Note that a valid game asset must be selected from the editor.
</summary>
<param name="position">The position to instantiate the game asset instance at</param>
<param name="rotation">The rotation to give to the created instance</param>
<returns>An object instantiated from the referenced game asset</returns>
<exception cref="T:System.InvalidOperationException">A game asset reference has not been set (Game asset reference is set to '(None'))</exception>
<exception cref="T:UnityEngine.MissingReferenceException">The referenced game asset could not be resolved at runtime. This usually indicates a problem asset sharing configuration in the game project</exception>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.ModHost">
<summary>
A reference to the <see cref="T:UMod.IModHost"/> interface that allows access to the host that is handling this mod.
</summary>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.ModAssets">
<summary>
A reference to the <see cref="T:UMod.IModAssets"/> interface that allows access to the loading API.
</summary>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.GameAssets">
<summary>
A reference to the <see cref="T:UMod.IGameAssets"/> interface that allows access to shared game assets.
</summary>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.ModScenes">
<summary>
A reference to the <see cref="T:UMod.IModScenes"/> interface that allows access to the mod scenes.
</summary>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.ModSecurity">
<summary>
A reference to the <see cref="T:UMod.IModSecurity"/> interface that allows access to the mod security permissions at runtime.
This is useful for determining whether the mod has permission to perform an action before hand.
</summary>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.ModPersistentData">
<summary>
A reference to the <see cref="T:UMod.IModPersistentData"/> interface that allows data to be stored between sessions.
This is useful for storing mod configuration values and then loading them back at a later date.
</summary>
</member>
<member name="P:UMod.Interface.Runtime.HostContext.ModDebug">
<summary>
A reference to the <see cref="T:UMod.IModDebug"/> interface that allows access to the mod debug API.
</summary>
</member>
<member name="T:UMod.Interface.CommonNode`1">
<summary>
Common base class for all nodes that offer substitution behaviour at runtime.
</summary>
</member>
<member name="F:UMod.Interface.CommonNode`1.onNodeCreated">
<summary>
Event that is triggered when the node script activates allowing the correct replacement asset to be substituted.
</summary>
</member>
<member name="F:UMod.Interface.CommonNode`1.nodeLink">
<summary>
The name of the prefab to replace this node when loaded.
</summary>
</member>
<member name="M:UMod.Interface.CommonNode`1.OnLinkAsset(`0)">
<summary>
Called at runtime when the node should be linked.
The overriding method should restore the state of the node.
</summary>
<param name="value">The value to link against</param>
</member>
<member name="T:UMod.Interface.MaterialNode">
<summary>
A material node is used to mark which material should be applied to a surface when the material is not available.
</summary>
</member>
<member name="M:UMod.Interface.MaterialNode.OnLinkAsset(UnityEngine.Material)">
<summary>
Called when the asset node should be relinked.
</summary>
<param name="value">The material instance to relink with</param>
</member>
<member name="T:UMod.Interface.PrefabNode">
<summary>
A prefab node is used to mark the location that a prefab will appear in the scene when the actual prefab is not available.
</summary>
</member>
<member name="M:UMod.Interface.PrefabNode.OnLinkAsset(UnityEngine.GameObject)">
<summary>
Called when the prefab node is spawned and allows the node to be replaced with the correct game object.
</summary>
<param name="value">The game object prefab that this prefab node is referencing</param>
</member>
<member name="T:UMod.Interface.PrefabGoReference">
<summary>
Represents a reference link for a Unity game object.
</summary>
</member>
<member name="T:UMod.Interface.PrefabReference`1">
<summary>
Represents a reference to a mod prefab that is accessed via mod code.
This method has been replaced with direct references within the Unity editor.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="P:UMod.Interface.PrefabReference`1.Prefab">
<summary>
Get the prefab asset that is referenced.
</summary>
</member>
<member name="M:UMod.Interface.PrefabReference`1.Instantiate">
<summary>
Create an instance of the refernced prefab asset.
</summary>
<returns>An instantiated unity object</returns>
</member>
<member name="M:UMod.Interface.PrefabReference`1.Instantiate(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Create an instance of the references prefab asset with the specified positon and rotation.
</summary>
<param name="position">The position to create the asset at</param>
<param name="rotation">The orientation to create the asset with</param>
<returns></returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate(System.String)">
<summary>
Attempts to instantiate an asset with the specified name.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<returns>An instantiated object or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate(System.String,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified name with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated asset or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate(System.Int32)">
<summary>
Attempts to instantiate an asset with the specified id.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="assetID">The id of the asset to instantiate</param>
<returns>An instantiated asset or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified id with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="assetID">The id of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated object or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate``1(System.String)">
<summary>
Attempts to instantiate an asset with the specified name or path as the genric type.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<returns>An instantiated object as the specified generic type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate``1(System.String,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified name or path as the generic type with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated object as the specified generic type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate``1(System.Int32)">
<summary>
Attempts to instantiate an asset with the specified id as the genric type.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="assetID">The id of the asset to instantiate</param>
<returns>An instantiated object as the specified generic type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IGameAssets.Instantiate``1(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified id as the generic type with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="assetID">The id of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated object as the specified genric type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.AssetNameToID(System.String)">
<summary>
Get the unique id for the mod asset with the specified name or path.
Full paths with extensions, relative paths and names are accepted.
A relative or full path should be used when there may be one or more assets in the mod with the same name.
</summary>
<param name="nameOrPath">The name or path of the asset</param>
<returns>The unique id of the asset or -1 if the asset was not found</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.Exists(System.String)">
<summary>
Checks whether an asset with the specified name or path exists in the mod.
Full paths with extensions, relative paths and names are accepted.
A relative or full path should be used when there may be one or more assets in the mod with the same name.
</summary>
<param name="nameOrPath">The name or path of the asset</param>
<returns>True if the asset exists or false if not</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.ExistsIndexed(System.String)">
<summary>
Checks wether an asset with the specified name or path with optional array indexing syntax exists in the mod.
Full paths with extensions, relative paths and names are accepted all with optional array indexing syntax at the end of the file name. For example: 'myAsset[0]'.
</summary>
<param name="nameOrPath">The name or path of the asset</param>
<returns>True if the asset exists or with or without array indexing syntax or false if not</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.Exists(System.Int32)">
<summary>
Checks whether an asset with the specified id exists in the mod.
Asset id's are generated at runtime and can be retrieved using one of the 'Find...' methods.
</summary>
<param name="AssetID">The unique id for the asset</param>
<returns>True if the asset exists or false if not</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAllNames">
<summary>
Gets an array of asset names that are in the mod.
Only the asset name will be returned with no extension or path structure.
As a result it is possible for multiple entries with the same name to exist which represent identically names assets at different folder levels.
</summary>
<returns>An array of asset names</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAllRelativeNames">
<summary>
Gets an array of asset relative names that are in the mod.
A relative name contains the folder structure of the asset relative to the mod export folder without the file extension.
</summary>
<returns>An array of asset relative names</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAll">
<summary>
Attempts to return all assets in the mod.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<returns>An array of <see cref="T:UMod.IModAssetInfo"/> representing each asset in the mod or an empty array if no assets are found</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAllWithName(System.String)">
<summary>
Attempts to return all assets in the mod that has the specified asset name.
Multiple assets with the same name can exist at different folder levels within the mod.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<param name="name">The name of the asset to search for</param>
<returns>An array of matching <see cref="T:UMod.IModAssetInfo"/> or an empty array if no matches are found</returns>
<exception cref="T:System.ArgumentException">The specified name is null or empty</exception>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAllWithExtension(System.String)">
<summary>
Attempts to return all assets in the mod that has the specified asset extension.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<param name="extension">The file extension to find. The extension must begin with a '.', For example: '.prefab'</param>
<returns>An array of matching <see cref="T:UMod.IModAssetInfo"/> or an empty array if no matches are found</returns>
<exception cref="T:System.ArgumentException">The specified extension is null, empty or incorrectly formatted</exception>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAllInFolder(System.String)">
<summary>
Attempts to return all assets that are inside a specific mod sub folder.
The specified path should be relative to the mod export folder and should only contain forward slashes '/'.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<param name="path">The folder path relative to the mod export folder to look in</param>
<returns>An array of matching <see cref="T:UMod.IModAssetInfo"/> or an empty array if no matches are found</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindAllInFolderWithExtension(System.String,System.String)">
<summary>
Attempts to return all assets that are inside the specified mod subfolder and have the specified asset extension.
The specified path should be relative to the mod export folder and should only contain forward slashes '/'.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<param name="path">The folder path relative to the mod export folder to look in</param>
<param name="extension">The file extension to find. The extension must begin with a '.', for example '.prefab'</param>
<returns>An array of matching <see cref="T:UMod.IModAssetInfo"/> or an empty array if no matches are found</returns>
<exception cref="T:System.ArgumentException">The specified extension is null, empty or incorrectly formatted</exception>
</member>
<member name="M:UMod.IModAssetsIndex`1.Find(System.String)">
<summary>
Attempts to find an asset with the specified path or name.
Full paths, relative paths and names are accepted however when using a full path the extension must also be specified.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<param name="nameOrPath">The path or name of the asset</param>
<returns>A matching <see cref="T:UMod.IModAssetInfo"/> or null if no match was found</returns>
</member>
<member name="M:UMod.IModAssetsIndex`1.FindIndexed(System.String)">
<summary>
Attempts to return all assets in the mod that has the specified asset name or the specified asset name plus array indexing syntax. For example: 'myMaterialAsset[0]'.
All assets that match the 'myMaterialAsset' name that append the array indexing syntax will be returned.
Note that explicit matching asset names with no array indexing syntax will also be returned.
Multiple assets with the same name can exist at different folder levels within the mod.
</summary>
<param name="nameOrPath">The name of the asset to search for</param>
<returns>An array of matching <see cref="T:UMod.IModAssetInfo"/> or an empty array if no matched are found</returns>
<exception cref="T:System.ArgumentException">The specified name is null or empty</exception>
</member>
<member name="M:UMod.IModAssetsIndex`1.Find(System.Int32)">
<summary>
Attempts to find an asset with the specified asset id.
Asset id's are generated at runtime and can be retrieved using one of the 'Find...' methods.
An <see cref="T:UMod.IModAssetInfo"/> contains detailed structure information about the asset.
</summary>
<param name="assetID">The unique id for the asset</param>
<returns>A matching <see cref="T:UMod.IModAssetInfo"/> or null if no match was found</returns>
</member>
<member name="T:UMod.IModAsset">
<summary>
Represents an asset included in a mod.
</summary>
</member>
<member name="P:UMod.IModAsset.AssetObject">
<summary>
Get the object associated with this asset.
This value will try to ensure a valid object is returned which may result in automatic loading of the asset, however this may not be possible if the asset is not alive.
</summary>
</member>
<member name="M:UMod.IModAsset.Load(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> 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.IModAsset.Load``1(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> from the mod 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.IModAsset.LoadWithSubAssets(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> with all associated sub assets.
The main asset will be loaded into <see cref="P:UMod.IModAsset.AssetObject"/> and the return value is an array of sub assets.
</summary>
<param name="allowCaching">When true, if the assets have already been loaded then a cached array will be returned to avoid reloading the sub assets</param>
<returns>An array of sub assets for this asset</returns>
</member>
<member name="M:UMod.IModAsset.LoadWithSubAssets``1(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> with all associated sub assets.
The main asset will be loaded into <see cref="P:UMod.IModAsset.AssetObject"/> and the return value is an array of sub assets.
This overload will only return assets that are of the specified generic type such as 'Mesh'.
</summary>
<typeparam name="T">The generic asset type to retrun</typeparam>
<param name="allowCaching">When true, if the assets have already been loaded then a cached array will be returned to avoid reloading the sub assets</param>
<returns>An array of sub assets for this asset</returns>
</member>
<member name="M:UMod.IModAsset.LoadAsync(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> from the mod asynchronously.
This method returns a <see cref="T:UMod.ModAsyncOperation"/> object which is yieldable and containg information about the loading progress and status.
</summary>
<param name="allowCaching">When true, if the asset has already been loaded then a cached instance will be reused</param>
<returns>A yieldable <see cref="T:UMod.ModAsyncOperation"/> object</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.LoadAsync``1(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> from the mod asynchronously.
This method returns a <see cref="T:UMod.ModAsyncOperation"/> object which is yieldable and containg information about the loading progress and status.
</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>
<returns>A yieldable <see cref="T:UMod.ModAsyncOperation"/> object</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.LoadWithSubAssetsAsync(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> with all associated sub assets from the mod asynchronously.
This method returns a <see cref="T:UMod.ModAsyncOperation"/> object which is yieldable and containg information about the loading progress and status.
The main asset will be loaded into <see cref="P:UMod.IModAsset.AssetObject"/>.
</summary>
<param name="allowCaching">When true, if the asset has already been loaded than a cached instance will be reused</param>
<returns>A yieldable <see cref="T:UMod.ModAsyncOperation"/> object</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.LoadWithSubAssetsAsync``1(System.Boolean)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> with all associated sub assets from the mod asynchronously.
This method returns a <see cref="T:UMod.ModAsyncOperation"/> object which is yieldable and containg information about the loading progress and status.
The main asset will be loaded into <see cref="P:UMod.IModAsset.AssetObject"/>.
</summary>
<typeparam name="T">The generic asset type used to specify which sub asset types to load</typeparam>
<param name="allowCaching">When true, if the asset has already been loaded than a cached instance will be reused</param>
<returns>A yieldable <see cref="T:UMod.ModAsyncOperation"/> object</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the assets has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.Instantiate">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> and then create an instance of the object for use in game.
Combines the behaviour of an asset load request and instantiate call into one for ease of use.
</summary>
<returns>An instance of the Object class representing the instantiated asset</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the asset has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.Instantiate``1">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> and then create an instance of the object for use in game.
Combines the behaviour of an asset load request and instantiate call into one for ease of use
</summary>
<typeparam name="T">The generic type to instantiate the asset as</typeparam>
<returns>An instance of the Object class representing the instantiated asset</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the asset has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.Instantiate(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> and then create an instance of the object with the specified position and rotation.
Combines the behaviour of an asset load request and instantiate call into one for ease of use
</summary>
<param name="position">The world position to create the object at</param>
<param name="rotation">The initial rotation of the object</param>
<returns>An instance of the Object class representing the instantiated asset</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the asset has been unloaded</exception>
</member>
<member name="M:UMod.IModAsset.Instantiate``1(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to load this <see cref="T:UMod.IModAsset"/> and then create an instance of the object with the specified position and rotation.
Combines the behaviour of an asset load request and instantiate call into one for ease of use
</summary>
<typeparam name="T">The generic type to create the asset as</typeparam>
<param name="position">The world position to create the object at</param>
<param name="rotation">The initial rotation of the object</param>
<returns>An instance of the object class representing the instantiated asset</returns>
<exception cref="T:UMod.ModNotLoadedException">The mod that owns the asset has been unloaded</exception>
</member>
<member name="T:UMod.IModAssetInfo">
<summary>
Represents common asset data for assets included in a mod
</summary>
</member>
<member name="P:UMod.IModAssetInfo.AssetID">
<summary>
The unique id for this asset.
This is guarenteed to be unique during the current session.
Id's are not persistent.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.AssetIndexValue">
<summary>
Get the array indexing value for the mod asset.
This value is only set when array indexing syntax is appended to the asset name. For example: 'myMaterialAsset[3]'.
In this example the returned value would be '3'.
If array indexing syntax is not present in the asset name then a default value of '-1' will be returned.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.FullName">
<summary>
Get the full name of the asset.
The full name is defined as the asset path relative the the export project folder including the asset extension, For example: 'assets/examplemod/subfolder/cube.prefab'.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.RelativeName">
<summary>
Get the relative name of the asset.
The relative name is defined as the asset path relative to the mod folder without the asset extension, For example: 'subfolder/cube'.
If the asset is not in a sub folder then the value wil be equal to <see cref="P:UMod.IModAssetInfo.Name"/>.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.Name">
<summary>
Get the name of the asset.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.Extension">
<summary>
Get the extension of the asset, For example: '.prefab'.
The extension will always begin with a '.'.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.IsLoaded">
<summary>
Check whether this asset is currently loaded.
</summary>
</member>
<member name="P:UMod.IModAssetInfo.IsAlive">
<summary>
It is possible for a <see cref="T:UMod.IModAsset"/> 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.
Load requests issued while an asset is not alive will result in a exception being thrown.
</summary>
</member>
<member name="P:UMod.IModContext.ModHost">
<summary>
A reference to the <see cref="T:UMod.IModHost"/> interface that allows access to the host that is handling this mod.
</summary>
</member>
<member name="P:UMod.IModContext.ModAssets">
<summary>
A reference to the <see cref="T:UMod.IModAssets"/> interface that allows access to the loading API.
</summary>
</member>
<member name="P:UMod.IModContext.GameAssets">
<summary>
A reference to the <see cref="T:UMod.IGameAssets"/> interface that allows access to shared game assets.
</summary>
</member>
<member name="P:UMod.IModContext.ModScenes">
<summary>
A reference to the <see cref="T:UMod.IModScenes"/> interface that allows access to the mod scenes.
</summary>
</member>
<member name="P:UMod.IModContext.ModSecurity">
<summary>
A reference to the <see cref="T:UMod.IModSecurity"/> interface that allows access to the mod security permissions at runtime.
This is useful for determining whether the mod has permission to perform an action before hand.
</summary>
</member>
<member name="P:UMod.IModContext.ModPersistentData">
<summary>
A reference to the <see cref="T:UMod.IModPersistentData"/> interface that allows data to be stored between sessions.
This is useful for storing mod configuration values and then loading them back at a later date.
</summary>
</member>
<member name="P:UMod.IModContext.ModDebug">
<summary>
A reference to the <see cref="T:UMod.IModDebug"/> interface that allows access to the mod debug API.
</summary>
</member>
<member name="T:UMod.IModPersistentData">
<summary>
Allows primitive data types to be stored persistently inbetween mod loads.
This is useful if the mod needs to store settings or other persistent information.
Most games will disallow access to System.IO by default and as a result this interface is usually the only way to create persistent data.
The interface is designed to mimic Unity's PlayerPres class as close as possible with a couple of extra features.
</summary>
</member>
<member name="P:UMod.IModPersistentData.HasData">
<summary>
Returns true if there is any data stored for this mod.
</summary>
</member>
<member name="P:UMod.IModPersistentData.AllKeys">
<summary>
Enumerates all saved keys for this mod.
</summary>
</member>
<member name="M:UMod.IModPersistentData.ClearAll">
<summary>
Clears all saved data for this mod.
</summary>
</member>
<member name="M:UMod.IModPersistentData.Exists(System.String)">
<summary>
Checks whether a value exists for the specified key.
</summary>
<param name="key">The key to check for</param>
<returns>True if the key was found or false if not</returns>
</member>
<member name="M:UMod.IModPersistentData.SaveInt(System.String,System.Int32)">
<summary>
Save an integer value to the persistent data store.
</summary>
<param name="key">A key identifier that will be used to retreive this value at a later date</param>
<param name="value">The integer value to save</param>
</member>
<member name="M:UMod.IModPersistentData.SaveFloat(System.String,System.Single)">
<summary>
Save a floating point value to the persistent data store.
</summary>
<param name="key">A key identifier that will be used to retreive this value at a later date</param>
<param name="value">The floating point value to save</param>
</member>
<member name="M:UMod.IModPersistentData.SaveBool(System.String,System.Boolean)">
<summary>
Save a boolean value to the persistent data store.
</summary>
<param name="key">A key identifier that will be used to retreive this value at a later date</param>
<param name="value">The boolean value to save</param>
</member>
<member name="M:UMod.IModPersistentData.SaveString(System.String,System.String)">
<summary>
Save a string value to the persistent data store.
</summary>
<param name="key">A key identifier that will be used to retreive this value at a later date</param>
<param name="value">The string value to save</param>
</member>
<member name="M:UMod.IModPersistentData.LoadInt(System.String,System.Int32)">
<summary>
Attempt to load an integer value from the persistent store.
</summary>
<param name="key">The key identifier as given when the data was saved</param>
<param name="errorValue">The value to return if the specified key does not exist</param>
<returns>A loaded integer value or the specified error value if the key was not found</returns>
</member>
<member name="M:UMod.IModPersistentData.LoadFloat(System.String,System.Single)">
<summary>
Attempts to load a floating point value from the persistent store.
</summary>
<param name="key">The key identifier as given when the data was saved</param>
<param name="errorValue">The value to return if the specified key does not exist</param>
<returns>A loaded floating point value or the specified error value if the key was not found</returns>
</member>
<member name="M:UMod.IModPersistentData.LoadBool(System.String,System.Boolean)">
<summary>
Attempts to load a boolean value from the persistent store.
</summary>
<param name="key">The key identifier as given when the data was saved</param>
<param name="errorValue">The value to return if the specified key does not exist</param>
<returns>A loaded boolean value or the specified error value if the key was not found</returns>
</member>
<member name="M:UMod.IModPersistentData.LoadString(System.String,System.String)">
<summary>
Attempts to load a string value from the persistent store.
</summary>
<param name="key">The key identifier as given when the data was saved</param>
<param name="errorValue">The value to return if the specified key does not exist</param>
<returns>A loaded string value or the specified error value if the key was not found</returns>
</member>
<member name="T:UMod.IModReference">
<summary>
Represents a reference to another mod that the current mod depends upon.
</summary>
</member>
<member name="P:UMod.IModReference.NameInfo">
<summary>
Get the <see cref="T:UMod.IModNameInfo"/> for the reference.
</summary>
</member>
<member name="P:UMod.IModReference.ReferenceAssets">
<summary>
Get the <see cref="T:UMod.IModAssets"/> for the referenced mod.
</summary>
</member>
<member name="P:UMod.IModReference.ReferenceScenes">
<summary>
Get the <see cref="T:UMod.IModScenes"/> for the referenced mod.
</summary>
</member>
<member name="T:UMod.IModReferences">
<summary>
Represents references to other mods that this mod depends upon.
</summary>
</member>
<member name="P:UMod.IModReferences.HasReferences">
<summary>
Returns true if the current mod references one or more mods.
</summary>
</member>
<member name="P:UMod.IModReferences.ReferenceCount">
<summary>
Get the number of mods that the current mod references.
</summary>
</member>
<member name="M:UMod.IModReferences.Exists(System.String)">
<summary>
Checks whether the current mod references a mod with the specified name.
</summary>
<param name="referenceName">The reference name to search for</param>
<returns>True if the specified name is referenced by this mod or false if not</returns>
</member>
<member name="M:UMod.IModReferences.FindAllNames">
<summary>
Attempts to get an array of <see cref="T:UMod.IModNameInfo"/> representing the names of all referenced mods.
</summary>
<returns>An array of <see cref="T:UMod.IModNameInfo"/> or an empty array if there are no references</returns>
</member>
<member name="M:UMod.IModReferences.FindAll">
<summary>
Attempts to get an array of <see cref="T:UMod.IModReference"/> representing all referenced mods.
A <see cref="T:UMod.IModReference"/> contains runtime information for the referenced mod.
</summary>
<returns>An array of <see cref="T:UMod.IModReference"/> or an empty array if there are no references</returns>
</member>
<member name="M:UMod.IModReferences.Find(System.String)">
<summary>
Attempts to find a <see cref="T:UMod.IModReference"/> with the specified name.
A <see cref="T:UMod.IModReference"/> contains runtime information for the referenced mod.
</summary>
<param name="referenceName">The name of the reference to search for</param>
<returns>A <see cref="T:UMod.IModReference"/> if the reference was found or null if not</returns>
</member>
<member name="M:UMod.IModReferences.FindPrimary">
<summary>
Attempts to find the primary <see cref="T:UMod.IModReference"/> for this mod.
The primary reference is useually the first referenced mod.
A <see cref="T:UMod.IModReference"/> contains runtime information for the referenced mod.
</summary>
<returns>A <see cref="T:UMod.IModReference"/> if there is a primary reference or null if not</returns>
</member>
<member name="T:UMod.IModScene">
<summary>
Represents a special scene asset included in a mod.
</summary>
</member>
<member name="M:UMod.IModScene.Load(System.Boolean)">
<summary>
Load the <see cref="T:UMod.IModScene"/>.
</summary>
<param name="aditive">Should the scene be additivley loaded into the current scene</param>
</member>
<member name="M:UMod.IModScene.LoadAsync(System.Boolean)">
<summary>
Load the <see cref="T:UMod.IModScene"/> asyncronously.
</summary>
<param name="additive">Should the scene be additivley loaded into the current scene</param>
<returns>An awaitable <see cref="T:UMod.ModAsyncOperation"/> object containing progress and status information</returns>
</member>
<member name="T:UMod.IModScenes">
<summary>
Interface exposed to the modder for loading scene content from the mod package.
Modders may want to make use of this interface if their mod contains scene assets.
</summary>
</member>
<member name="P:UMod.IModScenes.CanLoadScenes">
<summary>
Returns true if the modder has permission to load scenes from the mod package, otherwise false.
</summary>
</member>
<member name="P:UMod.IModScenes.SceneCount">
<summary>
Returns the number of scenes that are included in the mod.
</summary>
</member>
<member name="P:UMod.IModScenes.DefaultScene">
<summary>
Get the default <see cref="T:UMod.IModScene"/> for the mod or null if there are no scenes in the mod.
</summary>
</member>
<member name="M:UMod.IModScenes.Load(System.String,System.Boolean)">
<summary>
Attempts to load a scene with the specified name or path from the mod.
Note that if the scene is not found then this method does nothing.
You can use <see cref="!:Exists(string)"/> before calling this method to ensure that the scene will be loaded.
</summary>
<param name="nameOrPath">The name or path of the scene to load</param>
<param name="additive">Should the scene be loaded additivley</param>
</member>
<member name="M:UMod.IModScenes.Load(System.Int32,System.Boolean)">
<summary>
Attempts to load a scene with the specified name or path from the mod.
Note that if the scene is not found then this method does nothing.
You can use <see cref="!:Exists(int)"/> before calling this method to ensure that the scene will be loaded.
</summary>
<param name="sceneID">The id of the scene to load</param>
<param name="additive">Should the scene be loaded additivley</param>
</member>
<member name="M:UMod.IModScenes.LoadAsync(System.String,System.Boolean)">
<summary>
Attempts to load a scene with the specified name or path from the mod asynchronously.
Note that if the scene is not found then this method does nothing.
You can use <see cref="!:Exists(string)"/> before calling this method to ensure that the scene will be loaded.
</summary>
<param name="nameOrPath">The name or path of the scene to load</param>
<param name="additive">Should the scene be loaded additivley</param>
<returns>An awaitable <see cref="T:UMod.ModAsyncOperation"/> object containing progress and status information</returns>
</member>
<member name="M:UMod.IModScenes.LoadAsync(System.Int32,System.Boolean)">
<summary>
Attempts to load a scene with the specified name or path from the mod asynchronously.
Note that if the scene is not found then this method does nothing.
You can use <see cref="!:Exists(int)"/> before calling this method to ensure that the scene will be loaded.
</summary>
<param name="sceneID">The id of the scene to load</param>
<param name="additive">Should the scene be loaded additivley</param>
<returns>An awaitable <see cref="T:UMod.ModAsyncOperation"/> object containing progress and status information></returns>
</member>
<member name="T:UMod.ModInheritFromAttribute">
<summary>
This attribute should be used by modded code to indicate that a specific class should provide inheritance like behaviour from a game script.
</summary>
</member>
<member name="P:UMod.ModInheritFromAttribute.TargetClass">
<summary>
The name of the game class to inherit from.
The game class should be exposed be the developer and available to modders.
</summary>
</member>
<member name="M:UMod.ModInheritFromAttribute.#ctor(System.String)">
<summary>
Apply the attribute to a class.
</summary>
<param name="inheritFromClass">The name of the game class to inherit from</param>
</member>
<member name="T:UMod.ModInherit">
<summary>
Allows modder to create scripts that inherits from a game script (ModBehaviour).
The inheriting class may define trigger methods based on the game's documentaiton as callback methods for game events.
Modders should inherit from this class when they require inheritance type behaviour from a game defined script.
</summary>
</member>
<member name="M:UMod.ModInherit.Invoke(System.String)">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<param name="message">The name of the method to call</param>
</member>
<member name="M:UMod.ModInherit.Invoke(System.String,System.Object)">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<param name="message">The name of the method to call</param>
<param name="param">A single parameter of any type to pass to the method</param>
</member>
<member name="M:UMod.ModInherit.Invoke(System.String,System.Object[])">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<param name="message">The name of the method to call</param>
<param name="param">An array of parameters of any type to pass to the method</param>
</member>
<member name="M:UMod.ModInherit.InvokeReturn(System.String)">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<param name="message">The name of the method to call</param>
<returns>A value returned from the method</returns>
</member>
<member name="M:UMod.ModInherit.InvokeReturn(System.String,System.Object)">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<param name="message">The name of the method to call</param>
<param name="param">A single parameter of any type to pass to the method</param>
<returns>A value returned from the method</returns>
</member>
<member name="M:UMod.ModInherit.InvokeReturn(System.String,System.Object[])">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<param name="message">The name of the method to call</param>
<param name="param">An array of parameters of any type to pass to the method</param>
<returns>A value returned from the method</returns>
</member>
<member name="M:UMod.ModInherit.InvokeReturn``1(System.String)">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<typeparam name="T">The type of value to return</typeparam>
<param name="message">The name of the method to call</param>
<returns>A value of specified type returned from the method</returns>
</member>
<member name="M:UMod.ModInherit.InvokeReturn``1(System.String,System.Object)">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<typeparam name="T">The type of value to return</typeparam>
<param name="message">The name of the method to call</param>
<param name="param">A single parameter of any type to pass to the method</param>
<returns>A value of specified type returned from the method</returns>
</member>
<member name="M:UMod.ModInherit.InvokeReturn``1(System.String,System.Object[])">
<summary>
Call a method with the specified name on the inherited class.
</summary>
<typeparam name="T">The type of value to return</typeparam>
<param name="message">The name of the method to call</param>
<param name="param">An array of parameters of any type to pass to the method</param>
<returns>A value of specified type returned from the method</returns>
</member>
<member name="T:UMod.IMod">
<summary>
Basic interface for the UMod api and allows for mod events to raised.
Most mod scripts should inherit this class.
</summary>
</member>
<member name="M:UMod.IMod.OnModLoaded">
<summary>
Event method triggered when the mod has been successfully loaded.
Use this method for mod setup code, similar to Unity's Start method.
</summary>
</member>
<member name="M:UMod.IMod.OnModUpdate">
<summary>
Event method triggered when the mod will be updated.
Typically will be the frame rate of the game however excessive time spent in mod methods may result in throttling of this method.
Use this method for mod update code, similar to Unity'S Update method
</summary>
</member>
<member name="M:UMod.IMod.OnModUnload">
<summary>
Event method triggered just before the mod will be unloaded from the game.
Use this method for mod cleanup code, similar to Unity's OnDestroy method.
Note that you are not required to unload asset created by this mod as they will be cleaned up automatically. ///
</summary>
</member>
<member name="T:UMod.ModScriptBehaviour">
<summary>
Provides the same functionality as the mono behaviour class but adds access to the modding interface for ease of use.
Provides similar functionality to the <see cref="T:UMod.ModScript"/> class but also inherits from MonoBehaviour.
Modders should inherit from this class to access the uMod API.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.ModHost">
<summary>
A reference to the <see cref="T:UMod.IModHost"/> interface that allows access to the host that is handling this mod.
You should not access this property from 'Awake'. Instead use 'Start' or 'OnModLoaded'.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.ModAssets">
<summary>
A reference to the <see cref="T:UMod.IModAssets"/> interface that allows access to the loading API.
You should not access this property from 'Awake'. Instead use 'Start' or 'OnModLoaded'.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.GameAssets">
<summary>
A reference to the <see cref="T:UMod.IGameAssets"/> interface that allows access to shared game assets.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.ModScenes">
<summary>
A reference to the <see cref="T:UMod.IModScenes"/> interface that allows access to the mod scenes.
You should not access this property from 'Awake'. Instead use 'Start' or 'OnModLoaded'.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.ModSecurity">
<summary>
A reference to the <see cref="T:UMod.IModSecurity"/> interface that allows access to the mod security permissions at runtime.
This is useful for determining whether the mod has permission to perform an action before hand.
You should not access this property from 'Awake'. Instead use 'Start' or 'OnModLoaded'.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.ModPersistentData">
<summary>
A reference to the <see cref="T:UMod.IModPersistentData"/> interface that allows data to be stored between sessions.
This is useful for storing mod configuration values and then loading them back at a later date.
</summary>
</member>
<member name="P:UMod.ModScriptBehaviour.ModDebug">
<summary>
A reference to the <see cref="T:UMod.IModDebug"/> interface that allows access to the mod debug API.
</summary>
</member>
<member name="M:UMod.ModScriptBehaviour.OnModLoaded">
<summary>
Event method triggered when the mod has been successfully loaded.
Use this method for mod setup code, similar to Unity's Start method.
</summary>
</member>
<member name="M:UMod.ModScriptBehaviour.OnModUnload">
<summary>
Event method triggered just before the mod will be unloaded from the game.
Use this method for mod cleanup code, similar to Unity's OnDestroy method.
Note that you are not required to unload asset created by this mod as they will be cleaned up automatically. ///
</summary>
</member>
<member name="M:UMod.ModScriptBehaviour.OnModUpdate">
<summary>
Event method triggered when the mod will be updated.
Typically will be the frame rate of the game however excessive time spent in mod methods may result in throttling of this method.
Use this method for mod update code, similar to Unity'S Update method
</summary>
</member>
<member name="T:UMod.ModScript">
<summary>
Provides a base class for modded scripts that allows access to the uMod API.
Modders should inherit from this class when they require access to the uMod API but do not need the behaviour of the MonoBehaviour component.
See also <see cref="T:UMod.ModScriptBehaviour"/> for identical functionality with MonoBehaviour base class.
</summary>
</member>
<member name="P:UMod.ModScript.ModHost">
<summary>
A reference to the <see cref="T:UMod.IModHost"/> interface that allows access to the host that is handling this mod.
</summary>
</member>
<member name="P:UMod.ModScript.ModAssets">
<summary>
A reference to the <see cref="T:UMod.IModAssets"/> interface that allows access to the loading API.
</summary>
</member>
<member name="P:UMod.ModScript.GameAssets">
<summary>
A reference to the <see cref="T:UMod.IGameAssets"/> interface that allows access to shared game assets.
</summary>
</member>
<member name="P:UMod.ModScript.ModScenes">
<summary>
A reference to the <see cref="T:UMod.IModScenes"/> interface that allows access to the mod scenes.
</summary>
</member>
<member name="P:UMod.ModScript.ModSecurity">
<summary>
A reference to the <see cref="T:UMod.IModSecurity"/> interface that allows access to the mod security permissions at runtime.
This is useful for determining whether the mod has permission to perform an action before hand.
</summary>
</member>
<member name="P:UMod.ModScript.ModPersistentData">
<summary>
A reference to the <see cref="T:UMod.IModPersistentData"/> interface that allows data to be stored between sessions.
This is useful for storing mod configuration values and then loading them back at a later date.
</summary>
</member>
<member name="P:UMod.ModScript.ModDebug">
<summary>
A reference to the <see cref="T:UMod.IModDebug"/> interface that allows access to the mod debug API.
</summary>
</member>
<member name="M:UMod.ModScript.OnModLoaded">
<summary>
Event method triggered when the mod has been successfully loaded.
Use this method for mod setup code, similar to Unity's Start method.
</summary>
</member>
<member name="M:UMod.ModScript.OnModUnload">
<summary>
Event method triggered just before the mod will be unloaded from the game.
Use this method for mod cleanup code, similar to Unity's OnDestroy method.
Note that you are not required to unload asset created by this mod as they will be cleaned up automatically. ///
</summary>
</member>
<member name="M:UMod.ModScript.OnModUpdate">
<summary>
Event method triggered when the mod will be updated.
Typically will be the frame rate of the game however excessive time spent in mod methods may result in throttling of this method.
Use this method for mod update code, similar to Unity'S Update method
</summary>
</member>
<member name="T:UMod.IModAssets">
<summary>
Interface exposed to the modder for loading content from the mod package.
Modders should make use of this interface where the mod type includes asset prefabs.
</summary>
</member>
<member name="P:UMod.IModAssets.CanLoadAssets">
<summary>
Returns true if the modder has permission to load from the mod package, otherwise false.
</summary>
</member>
<member name="P:UMod.IModAssets.AssetCount">
<summary>
Returns the number of assets that are included in the mod.
</summary>
</member>
<member name="M:UMod.IModAssets.Load(System.String)">
<summary>
Attempts to load an asset with the specified name or path from the mod.
Note that this method will simply load the asset without creating an instance.
</summary>
<param name="nameOrPath">The name or path of the asset to load</param>
<returns>A reference to the newly loaded object or null if the load failed</returns>
</member>
<member name="M:UMod.IModAssets.Load(System.Int32)">
<summary>
Attempts to load an asset with the specified id from the mod.
Note that this method will simply load the asset without creating an instance.
</summary>
<param name="assetID">The id of the asset to load</param>
<returns>A reference to the newly loaded object or null if the load failed</returns>
</member>
<member name="M:UMod.IModAssets.Load``1(System.String)">
<summary>
Attempts to load an asset with the specified name or path from the mod.
Note that this method will simply load the asset without creating an instance.
</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 reference to the newly loaded object or null if the load failed</returns>
</member>
<member name="M:UMod.IModAssets.Load``1(System.Int32)">
<summary>
Attempts to load an asset with the specified id from the mod.
Note that this method will simply load the asset without creating an instance.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="assetID">The id of the asset to load</param>
<returns>A reference to the newly loaded object or null if the load failed</returns>
</member>
<member name="M:UMod.IModAssets.LoadWithSubAssets(System.String)">
<summary>
Attempts to load an asset with the specified name or path from the mod along with all sub assets.
The return array represents all sub assets of the specified parent asset.
</summary>
<param name="nameOrPath">The name or path of the asset whose sub assets should be loaded</param>
<returns>An array of all sub assets for the specified parent asset</returns>
</member>
<member name="M:UMod.IModAssets.LoadWithSubAssets(System.Int32)">
<summary>
Attempts to load an asset with the specified id from the mod along with all sub assets.
The return array represents all sub assets of the specfied parent asset.
</summary>
<param name="assetID">The id of the asset whose sub assets should be loaded</param>
<returns>An array of all sub assets for the specified parent asset</returns>
</member>
<member name="M:UMod.IModAssets.LoadWithSubAssets``1(System.String)">
<summary>
Attempts to load an asset with the specified name or path from the mod along with all sub assets of the specified generic type.
The return array represents all sub assets of the specified parent asset
</summary>
<typeparam name="T">The generic type used to determine which type of sub assets should be loaded</typeparam>
<param name="nameOrPath">The name of path of the asset whose sub assets should be loaded</param>
<returns>An array of all sub assets for the specified parent asset</returns>
</member>
<member name="M:UMod.IModAssets.LoadWithSubAssets``1(System.Int32)">
<summary>
Attempts to load an asset with the specified id from the mod along with all sub assets of the specified generic type.
The return array represents all sub assets of the specified parent asset.
</summary>
<typeparam name="T">The generic type used to determine which type of sub assets should be loaded</typeparam>
<param name="assetID">The id of the asset whose sub assets should be loaded</param>
<returns>An array of all sub assets for the specified parent asset</returns>
</member>
<member name="M:UMod.IModAssets.LoadAsync(System.String)">
<summary>
Attempts to load an asset with the specified name or path from the mod asynchronously.
Note that this method will simple load the asset without creating an instance.
</summary>
<param name="nameOrPath">the name or path of the asset to load</param>
</member>
<member name="M:UMod.IModAssets.LoadAsync(System.Int32)">
<summary>
Attempts to load an asset with the specified id from the mod asynchronously.
Note that this method will simple load the asset without creating an instance.
</summary>
<param name="assetID">The id of the asset to load</param>
</member>
<member name="M:UMod.IModAssets.LoadAsync``1(System.String)">
<summary>
Attempts to load an asset with the specified name or path from the mod asynchronously.
Note that this method will simple load the asset without creating an instance.
</summary>
<typeparam name="T">The generic type to load the asset as</typeparam>
<param name="nameOrPath">The name or path of the asset to load</param>
</member>
<member name="M:UMod.IModAssets.LoadAsync``1(System.Int32)">
<summary>
Attempts to load an asset with the specified id from the mod asynchronously.
Note that this method will simple load the asset without creating an instance.
</summary>
<typeparam name="T">The generic type to load the asset as</typeparam>
<param name="assetID">The id or the asset to load</param>
</member>
<member name="M:UMod.IModAssets.Instantiate(System.String)">
<summary>
Attempts to instantiate an asset with the specified name.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<returns>An instantiated object or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate(System.String,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified name with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated asset or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate(System.Int32)">
<summary>
Attempts to instantiate an asset with the specified id.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="assetID">The id of the asset to instantiate</param>
<returns>An instantiated asset or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified id with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<param name="assetID">The id of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated object or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate``1(System.String)">
<summary>
Attempts to instantiate an asset with the specified name or path as the genric type.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<returns>An instantiated object as the specified generic type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate``1(System.String,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified name or path as the generic type with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="nameOrPath">The name or path of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated object as the specified generic type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate``1(System.Int32)">
<summary>
Attempts to instantiate an asset with the specified id as the genric type.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="assetID">The id of the asset to instantiate</param>
<returns>An instantiated object as the specified generic type or null if the asset could not be instantiated</returns>
</member>
<member name="M:UMod.IModAssets.Instantiate``1(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Attempts to instantiate an asset with the specified id as the generic type with the given position and rotation.
The asset will be loaded before instantiation if necessary.
</summary>
<typeparam name="T">The generic type to return the asset as</typeparam>
<param name="assetID">The id of the asset to instantiate</param>
<param name="position">The position to give the object</param>
<param name="rotation">The rotation to give the object</param>
<returns>An instantiated object as the specified genric type or null if the asset could not be instantiated</returns>
</member>
<member name="T:UMod.IModHost">
<summary>
The base interface for requesting actions from modded content.
This interface is passed to the IMod interface when 'onModLoaded' is called.
</summary>
</member>
<member name="M:UMod.IModHost.UnloadMod">
<summary>
Request the host to unload the mod and return to its previous state.
</summary>
</member>
<member name="M:UMod.IModHost.DestroyModObjects">
<summary>
Destroys all game object in the scene that were created by this mod.
Any object that have any mod script components will have the 'OnModUnloaded' event called.
</summary>
</member>
<member name="T:UMod.IModSecurity">
<summary>
Get the security polivy for the mod.
</summary>
</member>
<member name="P:UMod.IModSecurity.CanLoadAssets">
<summary>
Returns true if the modder is allwed to load prefab assets.
</summary>
</member>
<member name="P:UMod.IModSecurity.CanLoadScenes">
<summary>
Returns true if the modder is allowed to load scenes.
</summary>
</member>
</members>
</doc>