58 lines
2.7 KiB
C#
58 lines
2.7 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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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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static class Main
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{
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private static HarmonyInstance harmony;
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/// <summary>
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/// Initializes the GamecraftModdingAPI.
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/// This should be called ASAP 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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var currentAssembly = Assembly.GetExecutingAssembly();
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if (harmony == null)
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{
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harmony = HarmonyInstance.Create(currentAssembly.GetName().Name);
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harmony.PatchAll(currentAssembly);
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}
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// create default event emitters
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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)); // TODO
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Game, "GamecraftModdingAPIGameActivatedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameReloaded, "GamecraftModdingAPIGameReloadedEventEmitter", false)); // TODO
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameSwitchedTo, "GamecraftModdingAPIGameSwitchedToEventEmitter", false)); // TODO
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Logging.Log($"{currentAssembly.GetName().Name} {currentAssembly.GetName().Version} init & patch complete");
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}
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/// <summary>
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/// Shuts down & cleans up the GamecraftModdingAPI.
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/// This should be called ASAP before Gamecraft quits.
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/// Ideally, this should be called from your main Plugin class's OnApplicationQuit() method.
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/// </summary>
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public static void Shutdown()
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{
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var currentAssembly = Assembly.GetExecutingAssembly();
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harmony.UnpatchAll(currentAssembly.GetName().Name);
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Logging.Log($"{currentAssembly.GetName().Name} {currentAssembly.GetName().Version} shutdown & unpatch complete");
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}
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}
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}
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