94 lines
4.1 KiB
C#
94 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Reflection;
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using Harmony;
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using GamecraftModdingAPI.Utility;
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using GamecraftModdingAPI.Events;
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using GamecraftModdingAPI.Tasks;
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namespace GamecraftModdingAPI
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{
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/// <summary>
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/// The main class of the GamecraftModdingAPI.
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/// Use this to initialize the API before calling it.
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/// </summary>
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public static class Main
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{
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private static HarmonyInstance harmony;
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public static bool IsInitialized {
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get { return harmony != null; }
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}
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private static int referenceCount = 0;
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/// <summary>
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/// Initializes the GamecraftModdingAPI.
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/// Call this as soon as possible after Gamecraft starts up.
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/// Ideally, this should be called from your main Plugin class's OnApplicationStart() method.
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/// </summary>
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public static void Init()
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{
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referenceCount++;
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if (referenceCount > 1) { return; }
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if (IsInitialized)
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{
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Logging.LogWarning("GamecraftModdingAPI.Main.Init() called but API is already initialized!");
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return;
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}
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Logging.MetaDebugLog($"Patching Gamecraft");
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var currentAssembly = Assembly.GetExecutingAssembly();
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harmony = HarmonyInstance.Create(currentAssembly.GetName().Name);
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harmony.PatchAll(currentAssembly);
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// init utility
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Logging.MetaDebugLog($"Initializing Utility");
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Utility.GameState.Init();
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// create default event emitters
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Logging.MetaDebugLog($"Initializing Events");
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.ApplicationInitialized, "GamecraftModdingAPIApplicationInitializedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Menu, "GamecraftModdingAPIMenuActivatedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.MenuSwitchedTo, "GamecraftModdingAPIMenuSwitchedToEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Game, "GamecraftModdingAPIGameActivatedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameReloaded, "GamecraftModdingAPIGameReloadedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameSwitchedTo, "GamecraftModdingAPIGameSwitchedToEventEmitter", false));
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EventManager.AddEventEmitter(DeterministicStepComposeEngineGroupsPatch.buildEngine);
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EventManager.AddEventEmitter(DeterministicStepComposeEngineGroupsPatch.simEngine);
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// init block implementors
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Logging.MetaDebugLog($"Initializing Blocks");
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Blocks.Movement.Init();
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Blocks.Rotation.Init();
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Blocks.Signals.Init();
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Blocks.Placement.Init();
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Blocks.Tweakable.Init();
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Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} initialized");
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}
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/// <summary>
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/// Shuts down & cleans up the GamecraftModdingAPI.
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/// Call this as late as possible before Gamecraft quits.
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/// Ideally, this should be called from your main Plugin class's OnApplicationQuit() method.
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/// </summary>
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public static void Shutdown()
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{
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if (referenceCount > 0) { referenceCount--; }
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if (referenceCount == 0)
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{
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if (!IsInitialized)
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{
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Logging.LogWarning("GamecraftModdingAPI.Main.Shutdown() called but API is not initialized!");
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return;
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}
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Scheduler.Dispose();
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var currentAssembly = Assembly.GetExecutingAssembly();
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harmony.UnpatchAll(currentAssembly.GetName().Name);
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harmony = null;
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Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} shutdown");
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}
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}
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}
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}
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