Bertrand Janvoie
3 years ago
commit
1b759ef066
175 changed files with 16163 additions and 0 deletions
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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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namespace UltimateBag |
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{ |
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/// <summary> |
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/// Class that specifies how a setting should be displayed inside the ConfigurationManager settings window. |
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/// |
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/// Usage: |
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/// This class template has to be copied inside the plugin's project and referenced by its code directly. |
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/// make a new instance, assign any fields that you want to override, and pass it as a tag for your setting. |
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/// |
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/// If a field is null (default), it will be ignored and won't change how the setting is displayed. |
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/// If a field is non-null (you assigned a value to it), it will override default behavior. |
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/// </summary> |
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/// |
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/// <example> |
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/// Here's an example of overriding order of settings and marking one of the settings as advanced: |
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/// <code> |
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/// // Override IsAdvanced and Order |
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/// Config.AddSetting("X", "1", 1, new ConfigDescription("", null, new ConfigurationManagerAttributes { IsAdvanced = true, Order = 3 })); |
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/// // Override only Order, IsAdvanced stays as the default value assigned by ConfigManager |
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/// Config.AddSetting("X", "2", 2, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 1 })); |
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/// Config.AddSetting("X", "3", 3, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 2 })); |
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/// </code> |
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/// </example> |
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/// |
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/// <remarks> |
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/// You can read more and see examples in the readme at https://github.com/BepInEx/BepInEx.ConfigurationManager |
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/// You can optionally remove fields that you won't use from this class, it's the same as leaving them null. |
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/// </remarks> |
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#pragma warning disable 0169, 0414, 0649 |
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internal sealed class ConfigurationManagerAttributes |
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{ |
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/// <summary> |
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/// Should the setting be shown as a percentage (only use with value range settings). |
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/// </summary> |
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public bool? ShowRangeAsPercent; |
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/// <summary> |
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/// Custom setting editor (OnGUI code that replaces the default editor provided by ConfigurationManager). |
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/// See below for a deeper explanation. Using a custom drawer will cause many of the other fields to do nothing. |
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/// </summary> |
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public System.Action<BepInEx.Configuration.ConfigEntryBase> CustomDrawer; |
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/// <summary> |
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/// Show this setting in the settings screen at all? If false, don't show. |
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/// </summary> |
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public bool? Browsable; |
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/// <summary> |
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/// Category the setting is under. Null to be directly under the plugin. |
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/// </summary> |
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public string Category; |
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/// <summary> |
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/// If set, a "Default" button will be shown next to the setting to allow resetting to default. |
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/// </summary> |
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public object DefaultValue; |
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/// <summary> |
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/// Force the "Reset" button to not be displayed, even if a valid DefaultValue is available. |
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/// </summary> |
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public bool? HideDefaultButton; |
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/// <summary> |
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/// Force the setting name to not be displayed. Should only be used with a <see cref="CustomDrawer"/> to get more space. |
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/// Can be used together with <see cref="HideDefaultButton"/> to gain even more space. |
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/// </summary> |
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public bool? HideSettingName; |
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/// <summary> |
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/// Optional description shown when hovering over the setting. |
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/// Not recommended, provide the description when creating the setting instead. |
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/// </summary> |
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public string Description; |
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/// <summary> |
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/// Name of the setting. |
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/// </summary> |
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public string DispName; |
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/// <summary> |
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/// Order of the setting on the settings list relative to other settings in a category. |
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/// 0 by default, higher number is higher on the list. |
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/// </summary> |
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public int? Order; |
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/// <summary> |
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/// Only show the value, don't allow editing it. |
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/// </summary> |
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public bool? ReadOnly; |
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/// <summary> |
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/// If true, don't show the setting by default. User has to turn on showing advanced settings or search for it. |
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/// </summary> |
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public bool? IsAdvanced; |
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/// <summary> |
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/// Custom converter from setting type to string for the built-in editor textboxes. |
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/// </summary> |
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public System.Func<object, string> ObjToStr; |
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/// <summary> |
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/// Custom converter from string to setting type for the built-in editor textboxes. |
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/// </summary> |
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public System.Func<string, object> StrToObj; |
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} |
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} |
@ -0,0 +1,453 @@ |
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using BepInEx; |
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using BepInEx.Configuration; |
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using HarmonyLib; |
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using System; |
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using UnityEngine; |
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namespace UltimateBag |
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{ |
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[HarmonyPatch] |
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[BepInPlugin(ID, NAME, VERSION)] |
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public class UltimateBag : BaseUnityPlugin |
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{ |
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static public UltimateBag Instance { get; private set; } |
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const string ID = "com.ness.UltimateBag"; |
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const string NAME = "UltimateBag"; |
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const string VERSION = "1.0"; |
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internal void Awake() |
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{ |
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Instance = this; |
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new Harmony("com.ness.UltimateBag").PatchAll(); |
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Logger.LogMessage("UltimateBag is awake"); |
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Update(); |
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// CURRENT PREFAB |
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UltimateBag.BagPrefabName = Config.Bind<string>("1.GENERAL", "Bag Visual", "5300120_PrimitiveSatchelBackpack_v", new ConfigDescription("Apply visual on the selected bag", new AcceptableValueList<string>( |
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"5300000_AdventurerBackpack_v", |
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"5300140_TraderFrameBackpack_v", |
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"5300130_StrongBoxBackpack_v", |
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"5300030_MasterTraderBackpack_v", |
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"5300180_HornBackpack_v", |
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"5300170_MageBackpack_v", |
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"5380003_WeaverBackpack_v", |
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"5300160_PreservationBackpack_v", |
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"5300110_NomadBackpack_v", |
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"5300041_ProspectorBackpackElite_v", |
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"5300190_BoozuBackpack_v", |
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"5300070_Wolfcase_v", |
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"5300040_ProspectorBackpack_v", |
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"5380002_ChalecedonyBackpack_v", |
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"5380005_BrigandBackpack_v", |
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"5300050_GlowstoneBackpack_v", |
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"5380001_ChargedStoneBackpack_v", |
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"5300120_PrimitiveSatchelBackpack_v"))); |
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// SLOT 1 |
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UltimateBag.EnableSlot1 = Config.Bind<bool>("2. WEAPON SLOT 1", "Enable Weapon Slot 1", true, "Add a weapon on your bag"); |
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UltimateBag.VisualSlot1 = Config.Bind<int>("2. WEAPON SLOT 1", "Weapon ID", 2200000, "ItemID of the weapon you want to attach"); |
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UltimateBag.PositionSlot1 = Config.Bind<string>("2. WEAPON SLOT 1", "Weapon Type", "Sword", new ConfigDescription("Choose the type of weapon select in Slot1. Required for positionning.", new AcceptableValueList<string>("Bow","Spear","Staff", "Axe(One Handed)", "Axe(Two Handed)", "Halberd", "Sword(One Handed)", "Sword(Two Handed)","Mace(One Handed)","Mace(Two Handed)"))); |
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//SLOT 2 |
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UltimateBag.EnableSlot2 = Config.Bind<bool>("3. WEAPON SLOT 2", "Enable Weapon Slot 2", true, "Add a weapon on your bag"); |
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UltimateBag.VisualSlot2 = Config.Bind<int>("3. WEAPON SLOT 2", "Weapon ID", 2100999, "ItemID of the weapon you want to attach"); |
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UltimateBag.PositionSlot2 = Config.Bind<string>("3. WEAPON SLOT 2", "Weapon Type", "Sword", new ConfigDescription("Choose the type of weapon select in Slot1. Required for positionning.", new AcceptableValueList<string>("Bow", "Spear", "Staff", "Axe(One Handed)", "Axe(Two Handed)", "Halberd", "Sword(One Handed)", "Sword(Two Handed)", "Mace(One Handed)", "Mace(Two Handed)"))); |
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//SHIELD |
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UltimateBag.EnableShield = Config.Bind<bool>("4. SHIELD", "Enable Shield", false, "Replace the backpack by a shield"); |
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UltimateBag.ShieldVisual = Config.Bind<int>("4. SHIELD", "Shield ID", 2300050, "ItemID of the shield you want to attach"); |
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//BOLT |
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UltimateBag.AddBoltBool = Config.Bind<bool>("5.EFFECT", "Add Bolt Effect", true, "Add a bolt effect on your bag"); |
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UltimateBag.BoltColor = Config.Bind<string>("5.EFFECT", "Color Bolt Effect", "yellow", new ConfigDescription("Choose color of bolt effect on your bag", new AcceptableValueList<string>("blue", "cyan", "gray", "green", "magenta", "red", "white", "yellow"))); |
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//SPIRAL |
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UltimateBag.AddSpiralBool = Config.Bind<bool>("6.EFFECT", "Add Spiral Effect", true, "Add a spiral effect on your bag"); |
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UltimateBag.SpiralColor = Config.Bind<string>("6.EFFECT", "Color Spiral Effect", "yellow", new ConfigDescription("Choose color of spiral effect on your bag", new AcceptableValueList<string>("blue", "cyan", "gray", "green", "magenta", "red", "white", "yellow"))); |
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//LANTERN |
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UltimateBag.AddLanternBool = Config.Bind<bool>("7.LANTERN", "Add Lantern", true, "Add a bolt effect on your bag"); //BEPINEX CONFIGURATION MENU |
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} |
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void Update() { |
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} //if (Input.GetKeyDown(KeyCode.N)) { //FOR TESTING BagSlot.Instance.Logger.LogMessage("KeyPress");}} // TESTING BLOCK |
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static void ProcessVisualsExtend(Bag bag) |
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{ |
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if (bag.m_visualPrefabName == UltimateBag.BagPrefabName.Value) |
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{ |
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/* |
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if (UltimateBag.BagPrefabName.Value == "5380005_BrigandBackpack_v") // DONE |
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{ |
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if (UltimateBag.AddLanternBool.Value) |
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AddLanternSlot(bag, 0.0686f, 0.1271f, -0.2781f); //LanternSlot |
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if (UltimateBag.AddBoltBool.Value) |
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AddBolt(bag, 0f, 0.2f, 0f, UltimateBag.BoltColor.Value); // Bolt Effect |
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if (UltimateBag.AddSpiralBool.Value) |
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AddSpiral(bag, 0f, 0.2f, 0f, UltimateBag.SpiralColor.Value); // Spiral Effect |
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if (UltimateBag.EnableSlot1.Value) |
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AddWeaponSlot1(bag, VerifItemID(UltimateBag.VisualSlot1.Value, bow: true), -0.14f, 0.14f, 0f, 61.4246f, 141.3963f, 11.9091f); // Bow Attach |
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//AddBow(bag, VerifItemID(UltimateBag.VisualSlot1.Value, bow: true), -0.14f, 0.14f, 0f, 61.4246f, 141.3963f, 11.9091f); |
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if (UltimateBag.EnableSlot2.Value) |
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AddWeaponSlot1(bag, VerifItemID(UltimateBag.VisualSlot2.Value, twoh: true), -0.28f, -0.035f, 0.48f, 2.734f, 64.5905f, 180.2475f); //2 Handed Sword Attach -0.28, -0.035, 0.48 |
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} |
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*/ |
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// INITIALIZATION VARIABLE |
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Vector3 positionSlot1 = new Vector3(-0.2101f, -0.0955f, -0.68f); |
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Vector3 rotationSlot1 = new Vector3(1.0208f, 290.0177f, 179.9582f); |
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Vector3 positionSlot2 = new Vector3(0.3f, -0.005f, -0.6f); |
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Vector3 rotationSlot2 = new Vector3(357.5089f, 61.8f, 2.906f); |
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string defineposandrot = UltimateBag.PositionSlot1.Value; |
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string defineposandrot2 = UltimateBag.PositionSlot2.Value; |
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// SWITCH FOR POSITION AND ROTATION |
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switch (defineposandrot) //DONE |
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{ |
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case "Staff": |
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positionSlot1 = new Vector3(-0.2101f, -0.0355f, -0.68f); |
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rotationSlot1 = new Vector3(1.0208f, 290.0177f, 179.9582f); |
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break; |
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case "Bow": |
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if (UltimateBag.BagPrefabName.Value == "5380005_BrigandBackpack_v") // SPECIAL PLACEMENT FOR BRIGANDBACKPACK |
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{ |
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positionSlot1 = new Vector3(-0.14f, 0.14f, 0f); |
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rotationSlot1 = new Vector3(61.4246f, 141.3963f, 11.9091f); |
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} else { |
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positionSlot1 = new Vector3(0.04f, -0.04f, -0.14f); |
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rotationSlot1 = new Vector3(356.3531f, 290.784f, 353.7287f); |
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} |
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break; |
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case "Spear": |
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positionSlot1 = new Vector3(-0.2901f, -0.0555f, -1f); |
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rotationSlot1 = new Vector3(1.0208f, 290.0177f, 179.9582f); |
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break; |
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case "Axe(One Handed)": |
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positionSlot1 = new Vector3(-0.02f, 0f, -0.4f); //-0.02, 0, -0.4 0.02f, -0.02f, -0.22f |
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rotationSlot1 = new Vector3(5.2877f, 293.8563f, 175.003f); |
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break; |
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case "Axe(Two Handed)": |
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positionSlot1 = new Vector3(0.22f, -0.095f, 0.24f); |
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rotationSlot1 = new Vector3(2.8408f, 122.3997f, 188.2476f); |
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break; |
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case "Halberd": |
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positionSlot1 = new Vector3(0.24f, -0.09f, 0.48f); |
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rotationSlot1 = new Vector3(351.9301f, 292.5178f, 356.499f); |
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break; |
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case "Sword(One Handed)": |
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positionSlot1 = new Vector3(-0.2413f, -0.031f, 0.2394f); //-0.02, 0, -0.4 0.02f, -0.02f, -0.22f |
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rotationSlot1 = new Vector3(2.8648f, 59.127f, 179.9836f); |
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break; |
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case "Sword(Two Handed)": |
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positionSlot1 = new Vector3(0.24f, -0.09f, 0.48f); |
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rotationSlot1 = new Vector3(351.9301f, 292.5178f, 356.499f); |
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break; |
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case "Mace(One Handed)": |
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positionSlot1 = new Vector3(-0.02f, 0f, -0.4f); //-0.02, 0, -0.4 0.02f, -0.02f, -0.22f |
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rotationSlot1 = new Vector3(5.2877f, 293.8563f, 175.003f); |
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break; |
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case "Mace(Two Handed)": |
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positionSlot1 = new Vector3(-0.2101f, -0.0355f, -0.68f); |
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rotationSlot1 = new Vector3(1.0208f, 290.0177f, 179.9582f); |
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break; |
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default: |
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break; |
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} // POSITION AND ROTATION SLOT 1 |
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switch (defineposandrot2) |
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{ |
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case "Staff": // DONE |
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positionSlot2 = new Vector3(0.3f, -0.005f, -0.6f); |
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rotationSlot2 = new Vector3(357.5089f, 61.8f, 2.906f); |
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break; |
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case "Bow": //DONE |
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positionSlot2 = new Vector3(-0.04f, -0.04f, -0.12f); |
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rotationSlot2 = new Vector3(2.734f, 64.5905f, 180.2475f); |
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break; |
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case "Spear": //DONE |
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positionSlot2 = new Vector3(0.34f, -0.035f, -1.02f); |
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rotationSlot2 = new Vector3(2.5851f, 250.0005f, 179.022f); |
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break; |
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case "Axe(One Handed)": |
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positionSlot2 = new Vector3(0.1f, 0f, -0.4f); |
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rotationSlot2 = new Vector3(358.5891f, 69.23f, 2.7964f); |
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break; |
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case "Axe(Two Handed)": |
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positionSlot2 = new Vector3(-0.2f, 0.02f, 0.23f); |
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rotationSlot2 = new Vector3(347.9792f, 231.782f, 6.1241f); |
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break; |
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case "Halberd": |
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positionSlot2 = new Vector3(-0.26f, -0.07f, 0.51f); |
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rotationSlot2 = new Vector3(8.9016f, 63.8621f, 181.4015f); |
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break; |
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case "Sword(One Handed)": |
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positionSlot2 = new Vector3(0.28f, -0.08f, 0.24f); |
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rotationSlot2 = new Vector3(359.7222f, 120.5592f, 184.8041f); |
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break; |
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case "Sword(Two Handed)": |
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positionSlot2 = new Vector3(-0.28f, -0.035f, 0.48f); |
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rotationSlot2 = new Vector3(2.734f, 64.5905f, 180.2475f); |
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break; |
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case "Mace(One Handed)": |
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positionSlot2 = new Vector3(0.1f, 0f, -0.4f); |
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rotationSlot2 = new Vector3(358.5891f, 69.23f, 2.7964f); |
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break; |
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case "Mace(Two Handed)": |
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positionSlot2 = new Vector3(0.3f, -0.005f, -0.6f); |
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rotationSlot2 = new Vector3(357.5089f, 61.8f, 2.906f); |
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break; |
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default: |
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break; |
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} // POSITION AND ROTATION SLOT 2 |
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// POSITION AND ROTATION SHIELD |
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Vector3 positionShield = new Vector3(0.0499f, 0.025f, -0.28f); |
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Vector3 rotationShield = new Vector3(333.5798f, 282.9698f, 353.0449f); |
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//PROCESS |
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if (UltimateBag.AddBoltBool.Value) |
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AddBolt(bag, 0f, 0.2f, 0f, UltimateBag.BoltColor.Value); // Bolt Effect |
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if (UltimateBag.AddSpiralBool.Value) |
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AddSpiral(bag, 0f, 0.2f, 0f, UltimateBag.SpiralColor.Value); // Spiral Effect |
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if (UltimateBag.EnableSlot1.Value) |
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AddWeaponSlot1(bag, VerifItemID(UltimateBag.VisualSlot1.Value, bow: true), positionSlot1, rotationSlot1); // Slot1 |
||||||
|
if (UltimateBag.EnableSlot2.Value) |
||||||
|
AddWeaponSlot2(bag, VerifItemID(UltimateBag.VisualSlot2.Value, twoh: true), positionSlot2, rotationSlot2); |
||||||
|
if (UltimateBag.AddLanternBool.Value || UltimateBag.BagPrefabName.Value == "5380005_BrigandBackpack_v") |
||||||
|
AddLanternSlot(bag, 0.0686f, 0.1271f, -0.2781f); //LanternSlot // PENSER A FAIRE UNE VALEUR POUR CHAQUE SAC SANS LANTERN |
||||||
|
if (UltimateBag.EnableShield.Value) |
||||||
|
AddShield(bag, VerifItemID(UltimateBag.ShieldVisual.Value), positionShield, rotationShield);// Slot2 |
||||||
|
|
||||||
|
|
||||||
|
//2300050 SHIELD WOLF |
||||||
|
} |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
static void AddLanternSlot(Bag bag, float xPos, float yPos, float zPos) |
||||||
|
{ |
||||||
|
|
||||||
|
Bag adventurerBackpack = (Bag)ResourcesPrefabManager.ITEM_PREFABS["5300000"]; |
||||||
|
|
||||||
|
Transform lanternHolder = adventurerBackpack.LoadedVisual.transform.Find("LanternSlotAnchor"); // FIND LANTERN ANCHOR |
||||||
|
|
||||||
|
Transform cachedLanternAnchor = Instantiate(lanternHolder); // CLONE ANCHOR |
||||||
|
|
||||||
|
cachedLanternAnchor.parent = bag.LoadedVisual.transform; |
||||||
|
|
||||||
|
bag.m_lanternSlot = bag.GetComponentInChildren<BagSlotVisual>(); |
||||||
|
|
||||||
|
cachedLanternAnchor.localPosition = new Vector3(xPos, yPos, zPos); //0.0686f, 0.1271f, -0.2781f |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
/* |
||||||
|
static void AddWeaponSlot2(Bag bag, int itemID, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot) |
||||||
|
{ |
||||||
|
Vector3 roteuler = new Vector3(xRot, yRot, zRot); |
||||||
|
|
||||||
|
GameObject clone2HW = Instantiate(GetVisuals(itemID)); // Clone |
||||||
|
|
||||||
|
clone2HW.transform.parent = bag.LoadedVisual.transform; |
||||||
|
|
||||||
|
clone2HW.transform.localPosition = new Vector3(xPos, yPos, zPos);// Position |
||||||
|
|
||||||
|
clone2HW.transform.localRotation = Quaternion.Euler(roteuler); //Rotation /!\ REQUIRE EULER/NORMALIZER VALUES |
||||||
|
|
||||||
|
clone2HW.transform.parent = bag.LoadedVisual.transform; // Attach |
||||||
|
} |
||||||
|
*/ |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
static void AddWeaponSlot2(Bag bag, int itemID, Vector3 Pos, Vector3 Rot) |
||||||
|
{ |
||||||
|
Vector3 rot = Rot; // Assignation |
||||||
|
|
||||||
|
GameObject cloneSlot2 = Instantiate(GetVisuals(itemID)); // Clone |
||||||
|
|
||||||
|
cloneSlot2.transform.parent = bag.LoadedVisual.transform; // Attach |
||||||
|
|
||||||
|
cloneSlot2.transform.localPosition = Pos; // Position |
||||||
|
|
||||||
|
cloneSlot2.transform.localRotation = Quaternion.Euler(rot); // Rotation |
||||||
|
} |
||||||
|
|
||||||
|
static void AddWeaponSlot1(Bag bag, int itemID, Vector3 Pos, Vector3 Rot) |
||||||
|
{ |
||||||
|
Vector3 rot = Rot; // Assignation |
||||||
|
|
||||||
|
GameObject cloneSlot1 = Instantiate(GetVisuals(itemID)); // Clone |
||||||
|
|
||||||
|
cloneSlot1.transform.parent = bag.LoadedVisual.transform; // Attach |
||||||
|
|
||||||
|
cloneSlot1.transform.localPosition = Pos; // Position |
||||||
|
|
||||||
|
cloneSlot1.transform.localRotation = Quaternion.Euler(rot); //Rotation /!\ REQUIRE EULER/NORMALIZER VALUES |
||||||
|
|
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
static void AddShield(Bag bag, int itemID, Vector3 Pos, Vector3 Rot) |
||||||
|
{ |
||||||
|
|
||||||
|
Vector3 rot = Rot; // Assignation |
||||||
|
|
||||||
|
GameObject shield = Instantiate(GetVisuals(itemID)); // Clone |
||||||
|
|
||||||
|
shield.transform.parent = bag.LoadedVisual.transform; // Attach |
||||||
|
|
||||||
|
shield.transform.localPosition = Pos; // Position |
||||||
|
|
||||||
|
shield.transform.localRotation = Quaternion.Euler(rot); // Rotation |
||||||
|
|
||||||
|
Transform model = bag.LoadedVisual.transform.Find("model"); |
||||||
|
|
||||||
|
model.gameObject.SetActive(false); |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
static void AddBolt(Bag bag, float x, float y, float z, string color = "yellow", bool hidelight = false) |
||||||
|
{ |
||||||
|
|
||||||
|
Bag mageBackpack = (Bag)ResourcesPrefabManager.ITEM_PREFABS["5300170"]; |
||||||
|
|
||||||
|
Transform bolt = mageBackpack.LoadedVisual.transform.Find("backpack").transform.Find("_boltCrackling_Example_FX"); |
||||||
|
|
||||||
|
Transform cachedBolt = Instantiate(bolt.transform); |
||||||
|
|
||||||
|
cachedBolt.parent = bag.LoadedVisual.transform; |
||||||
|
|
||||||
|
cachedBolt.localPosition = new Vector3(x, y, z); |
||||||
|
|
||||||
|
if (hidelight == true) |
||||||
|
|
||||||
|
{ |
||||||
|
cachedBolt.transform.GetComponentInChildren<Light>().intensity = 0; |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
Color colorchoice = ToColor(color); |
||||||
|
|
||||||
|
cachedBolt.transform.GetComponentInChildren<ParticleSystem>().startColor = colorchoice; |
||||||
|
|
||||||
|
cachedBolt.transform.GetComponentInChildren<Light>().color = colorchoice; |
||||||
|
|
||||||
|
cachedBolt.parent = bag.LoadedVisual.transform; |
||||||
|
} |
||||||
|
|
||||||
|
static void AddSpiral(Bag bag, float x, float y, float z, string color = "yellow") |
||||||
|
{ |
||||||
|
Bag glowBackpack = (Bag)ResourcesPrefabManager.ITEM_PREFABS["5300050"]; |
||||||
|
|
||||||
|
Transform spiral = glowBackpack.LoadedVisual.transform.Find("Particle System"); |
||||||
|
|
||||||
|
Transform cachedSpiral = Instantiate(spiral.transform); |
||||||
|
|
||||||
|
cachedSpiral.parent = bag.LoadedVisual.transform; |
||||||
|
|
||||||
|
cachedSpiral.localPosition = new Vector3(x, y, z); |
||||||
|
|
||||||
|
Color colorchoice = ToColor(color); |
||||||
|
|
||||||
|
cachedSpiral.transform.GetComponentInChildren<ParticleSystem>().startColor = colorchoice; |
||||||
|
|
||||||
|
cachedSpiral.parent = bag.LoadedVisual.transform; |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
//////////// UTILITY /////////////// |
||||||
|
|
||||||
|
public static int VerifItemID(int itemid, bool bag = false, bool bow = false, bool twoh = false) |
||||||
|
{ |
||||||
|
if (ResourcesPrefabManager.ITEM_PREFABS[itemid.ToString()].name != null) |
||||||
|
{ |
||||||
|
return itemid; |
||||||
|
} |
||||||
|
else |
||||||
|
{ |
||||||
|
if (bag == true) |
||||||
|
{ |
||||||
|
return 5300000; |
||||||
|
} |
||||||
|
else if (bow == true) |
||||||
|
{ |
||||||
|
return 2200000; |
||||||
|
} |
||||||
|
else if (twoh == true) |
||||||
|
{ |
||||||
|
return 2100999; |
||||||
|
} |
||||||
|
else return 5300000; |
||||||
|
|
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public static Color ToColor(string color) |
||||||
|
{ |
||||||
|
return (Color)typeof(Color).GetProperty(color.ToLowerInvariant()).GetValue(null, null); |
||||||
|
} |
||||||
|
|
||||||
|
public static GameObject GetVisuals(int itemID) |
||||||
|
{ |
||||||
|
string visualsPath = ResourcesPrefabManager.ITEM_PREFABS[itemID.ToString()].m_visualPrefabPath; |
||||||
|
return ResourcesPrefabManager.Instance.m_itemVisualsBundle.LoadAsset<GameObject>(visualsPath + ".prefab"); |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
//////////// PATCH /////////////// |
||||||
|
|
||||||
|
[HarmonyPatch(typeof(Bag), "BaseInit"), HarmonyPrefix] |
||||||
|
static void Bag_BaseInit_Pre(Bag __instance) |
||||||
|
{ |
||||||
|
ProcessVisualsExtend(__instance); |
||||||
|
} |
||||||
|
|
||||||
|
//////////// CONFIG ///////////// |
||||||
|
|
||||||
|
public static ConfigEntry<string> PositionSlot1; |
||||||
|
public static ConfigEntry<string> PositionSlot2; |
||||||
|
public static ConfigEntry<bool> EnableSlot1; |
||||||
|
public static ConfigEntry<bool> EnableSlot2; |
||||||
|
public static ConfigEntry<bool> AddBoltBool; |
||||||
|
public static ConfigEntry<string> BoltColor; |
||||||
|
public static ConfigEntry<bool> AddSpiralBool; |
||||||
|
public static ConfigEntry<string> SpiralColor; |
||||||
|
public static ConfigEntry<bool> AddLanternBool; |
||||||
|
public static ConfigEntry<string> BagPrefabName; |
||||||
|
public static ConfigEntry<int> VisualSlot1; |
||||||
|
public static ConfigEntry<int> VisualSlot2; |
||||||
|
|
||||||
|
public static ConfigEntry<bool> EnableShield; |
||||||
|
public static ConfigEntry<int> ShieldVisual; |
||||||
|
|
||||||
|
public static AcceptableValueList<string> CurrentBag; |
||||||
|
|
||||||
|
public static ConfigEntry<bool> isStaffS1; |
||||||
|
public static ConfigEntry<bool> isStaffS2; |
||||||
|
public static ConfigEntry<bool> isSpearS1; |
||||||
|
public static ConfigEntry<bool> isSpearS2; |
||||||
|
public static ConfigEntry<bool> isBowS1; |
||||||
|
public static ConfigEntry<bool> isBowS2; |
||||||
|
public static ConfigEntry<bool> isSwordS1; |
||||||
|
public static ConfigEntry<bool> isSwordS2; |
||||||
|
public static ConfigEntry<bool> isHalberdS1; //CONFIG ENTRY FOR BEPINEX CONFIGURATION MANAGER |
||||||
|
|
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -0,0 +1,47 @@ |
|||||||
|
# Ultimate backpack |
||||||
|
by Ness |
||||||
|
|
||||||
|
> [NEXUS MOD MANAGER LINK](https://www.nexusmods.com/outward/mods/229) |
||||||
|
|
||||||
|
Ultimate backpack ****is simple mod for adding weapons, shield, lantern(for unplanned bags) and effects on your backpack. (PURELY COSMECTIC) |
||||||
|
|
||||||
|
*Disclaimer: it's my first mod, and i never used C# before, so... You can encounter some bugs. Try to play with the parameters, and be award that any mods don't touch visual of backpack.* |
||||||
|
|
||||||
|
If you want to help, you can send me your log [location: C:\Users\[USERNAME]\AppData\LocalLow\Nine Dots Studio\Outward]) |
||||||
|
|
||||||
|
## Require: |
||||||
|
[BepinEx Configuration Manager](https://github.com/BepInEx/BepInEx.ConfigurationManager) |
||||||
|
|
||||||
|
## How To Install: |
||||||
|
|
||||||
|
1. If you haven't already, download and install **BepInEx**: [instructions here](https://outward.gamepedia.com/Installing_Mods#BepInEx_Loader) |
||||||
|
2. Download the **Ultimatebackpack.zip** file from the Files page |
||||||
|
3. Put this zip file in your Outward directory, so it looks like "**Outward\**Ultimatebackpack**.zip**" |
||||||
|
4. Right-click the file and **Extract Here**, so it merges with the folders. It should look like "Outward\BepInEx\plugins\UltimateBackpack\" |
||||||
|
5. Done! (you can delete the .zip file if you want) |
||||||
|
|
||||||
|
## How to configure: |
||||||
|
|
||||||
|
1. Press F1 (or F5) in game to open the Configuration Manager |
||||||
|
2. Select your current backpack equipped |
||||||
|
3. Enable weapon slot 1 or/and weapon slot 2 |
||||||
|
4. Put the item id of the weapon you want to attach on your backpack |
||||||
|
[WEAPON ID HERE](https://outward.fandom.com/wiki/Equipment#Weapons) |
||||||
|
|
||||||
|
7. Select the type of each weapon you want to attach |
||||||
|
|
||||||
|
9. Enjoy! |
||||||
|
10. (Optionnal) You can replace the backpack visual by a shield, for that, just select the shield id you want to attach and enable replace on configuration manager |
||||||
|
|
||||||
|
12. (Optionnal) Add effects and color on your bag + lantern slot if your bag don't have one |
||||||
|
|
||||||
|
**Thanks To** |
||||||
|
|
||||||
|
- [Sinai](https://www.nexusmods.com/outward/users/68319717?tab=user+files) and [Vheos](https://www.nexusmods.com/outward/users/58085611?tab=user+files) for their help and advice in the outward-modding channel |
||||||
|
|
||||||
|
### GALLERY: |
||||||
|
![GAL1](https://staticdelivery.nexusmods.com/mods/2775/images/229/229-1630768142-2121882931.png) |
||||||
|
![GAL2](https://staticdelivery.nexusmods.com/mods/2775/images/229/229-1630768176-510839893.png) |
||||||
|
![GAL3](https://staticdelivery.nexusmods.com/mods/2775/images/229/229-1630768164-150967995.png) |
||||||
|
![GAL4](https://staticdelivery.nexusmods.com/mods/2775/images/229/229-1630858149-1266327315.png) |
||||||
|
![GAL5](https://staticdelivery.nexusmods.com/mods/2775/images/229/229-1653395372-287882427.jpeg) |
@ -0,0 +1,85 @@ |
|||||||
|
<?xml version="1.0" encoding="utf-8"?> |
||||||
|
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
||||||
|
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> |
||||||
|
<PropertyGroup> |
||||||
|
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> |
||||||
|
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> |
||||||
|
<ProjectGuid>{70034B0D-05EA-41E6-A276-46BCA3101217}</ProjectGuid> |
||||||
|
<OutputType>Library</OutputType> |
||||||
|
<AppDesignerFolder>Properties</AppDesignerFolder> |
||||||
|
<RootNamespace>UltimateBag</RootNamespace> |
||||||
|
<AssemblyName>UltimateBag</AssemblyName> |
||||||
|
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> |
||||||
|
<FileAlignment>512</FileAlignment> |
||||||
|
<Deterministic>true</Deterministic> |
||||||
|
</PropertyGroup> |
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> |
||||||
|
<DebugSymbols>true</DebugSymbols> |
||||||
|
<DebugType>full</DebugType> |
||||||
|
<Optimize>false</Optimize> |
||||||
|
<OutputPath>bin\Debug\</OutputPath> |
||||||
|
<DefineConstants>DEBUG;TRACE</DefineConstants> |
||||||
|
<ErrorReport>prompt</ErrorReport> |
||||||
|
<WarningLevel>4</WarningLevel> |
||||||
|
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> |
||||||
|
</PropertyGroup> |
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> |
||||||
|
<DebugType>pdbonly</DebugType> |
||||||
|
<Optimize>true</Optimize> |
||||||
|
<OutputPath>bin\Release\</OutputPath> |
||||||
|
<DefineConstants>TRACE</DefineConstants> |
||||||
|
<ErrorReport>prompt</ErrorReport> |
||||||
|
<WarningLevel>4</WarningLevel> |
||||||
|
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> |
||||||
|
</PropertyGroup> |
||||||
|
<ItemGroup> |
||||||
|
<Reference Include="0Harmony"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\BepInEx\core\0Harmony.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="Assembly-CSharp-firstpass_publicized"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\Outward_Data\Managed\publicized_assemblies\Assembly-CSharp-firstpass_publicized.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="Assembly-CSharp_publicized"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\Outward_Data\Managed\publicized_assemblies\Assembly-CSharp_publicized.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="BepInEx"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\BepInEx\core\BepInEx.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="BepInEx.MessageCenter"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\BepInEx\plugins\BepInEx.MessageCenter.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="ConfigurationManager"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\BepInEx\plugins\ConfigurationManager.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="System" /> |
||||||
|
<Reference Include="System.Core" /> |
||||||
|
<Reference Include="System.Xml.Linq" /> |
||||||
|
<Reference Include="System.Data.DataSetExtensions" /> |
||||||
|
<Reference Include="Microsoft.CSharp" /> |
||||||
|
<Reference Include="System.Data" /> |
||||||
|
<Reference Include="System.Net.Http" /> |
||||||
|
<Reference Include="System.Xml" /> |
||||||
|
<Reference Include="UnityEngine"> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\Outward_Data\Managed\UnityEngine.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" /> |
||||||
|
<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> |
||||||
|
<SpecificVersion>False</SpecificVersion> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\Outward_Data\Managed\UnityEngine.CoreModule.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="UnityEngine.IMGUIModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> |
||||||
|
<SpecificVersion>False</SpecificVersion> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\Outward_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
<Reference Include="UnityEngine.ParticleSystemModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> |
||||||
|
<SpecificVersion>False</SpecificVersion> |
||||||
|
<HintPath>J:\Games\SteamLibrary\steamapps\common\Outward\Outward_Data\Managed\UnityEngine.ParticleSystemModule.dll</HintPath> |
||||||
|
</Reference> |
||||||
|
</ItemGroup> |
||||||
|
<ItemGroup> |
||||||
|
<Compile Include="ConfigurationManagerAttributes.cs" /> |
||||||
|
<Compile Include="Main.cs" /> |
||||||
|
<Compile Include="Properties\AssemblyInfo.cs" /> |
||||||
|
</ItemGroup> |
||||||
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> |
||||||
|
</Project> |
Binary file not shown.
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@ -0,0 +1,298 @@ |
|||||||
|
<?xml version="1.0"?> |
||||||
|
<doc> |
||||||
|
<assembly> |
||||||
|
<name>ConfigurationManager</name> |
||||||
|
</assembly> |
||||||
|
<members> |
||||||
|
<member name="M:ConfigurationManager.LegacySettingSearcher.GetLegacyPluginConfig(BepInEx.BaseUnityPlugin)"> |
||||||
|
<summary> |
||||||
|
Used by bepinex 4 plugins |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.SettingSearcher.GetBepInExCoreConfig"> |
||||||
|
<summary> |
||||||
|
Bepinex 5 config |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.SettingSearcher.GetPluginConfig(BepInEx.BaseUnityPlugin)"> |
||||||
|
<summary> |
||||||
|
Used by bepinex 5 plugins |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.Utilities.Utils.FilterBrowsable``1(System.Collections.Generic.IEnumerable{``0},System.Boolean,System.Boolean)"> |
||||||
|
<summary> |
||||||
|
Return items with browsable attribute same as expectedBrowsable, and optionally items with no browsable attribute |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:ConfigurationManager.ConfigurationManager"> |
||||||
|
<summary> |
||||||
|
An easy way to let user configure how a plugin behaves without the need to make your own GUI. The user can change any of the settings you expose, even keyboard shortcuts. |
||||||
|
https://github.com/ManlyMarco/BepInEx.ConfigurationManager |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:ConfigurationManager.ConfigurationManager.GUID"> |
||||||
|
<summary> |
||||||
|
GUID of this plugin |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:ConfigurationManager.ConfigurationManager.Version"> |
||||||
|
<summary> |
||||||
|
Version constant |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="E:ConfigurationManager.ConfigurationManager.DisplayingWindowChanged"> |
||||||
|
<summary> |
||||||
|
Event fired every time the manager window is shown or hidden. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:ConfigurationManager.ConfigurationManager.OverrideHotkey"> |
||||||
|
<summary> |
||||||
|
Disable the hotkey check used by config manager. If enabled you have to set <see cref="P:ConfigurationManager.ConfigurationManager.DisplayingWindow"/> to show the manager. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.ConfigurationManager.#ctor"> |
||||||
|
<inheritdoc /> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.ConfigurationManager.DisplayingWindow"> |
||||||
|
<summary> |
||||||
|
Is the config manager main window displayed on screen |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.ConfigurationManager.RegisterCustomSettingDrawer(System.Type,System.Action{ConfigurationManager.SettingEntryBase})"> |
||||||
|
<summary> |
||||||
|
Register a custom setting drawer for a given type. The action is ran in OnGui in a single setting slot. |
||||||
|
Do not use any Begin / End layout methods, and avoid raising height from standard. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.ConfigurationManager.SearchString"> |
||||||
|
<summary> |
||||||
|
String currently entered into the search box |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.LegacySettingEntry.Wrapper"> |
||||||
|
<summary> |
||||||
|
Instance of the object that holds this setting. |
||||||
|
Null if setting is not in a ConfigWrapper. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:ConfigurationManager.SettingEntryBase"> |
||||||
|
<summary> |
||||||
|
Class representing all data about a setting collected by ConfigurationManager. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.AcceptableValues"> |
||||||
|
<summary> |
||||||
|
List of values this setting can take |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.AcceptableValueRange"> |
||||||
|
<summary> |
||||||
|
Range of the values this setting can take |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.ShowRangeAsPercent"> |
||||||
|
<summary> |
||||||
|
Should the setting be shown as a percentage (only applies to value range settings) |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.CustomDrawer"> |
||||||
|
<summary> |
||||||
|
Custom setting draw action |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.Browsable"> |
||||||
|
<summary> |
||||||
|
Show this setting in the settings screen at all? If false, don't show. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.Category"> |
||||||
|
<summary> |
||||||
|
Category the setting is under. Null to be directly under the plugin. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.DefaultValue"> |
||||||
|
<summary> |
||||||
|
If set, a "Default" button will be shown next to the setting to allow resetting to default. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.HideDefaultButton"> |
||||||
|
<summary> |
||||||
|
Force the "Reset" button to not be displayed, even if a valid DefaultValue is available. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.HideSettingName"> |
||||||
|
<summary> |
||||||
|
Force the setting name to not be displayed. Should only be used with a <see cref="P:ConfigurationManager.SettingEntryBase.CustomDrawer"/> to get more space. |
||||||
|
Can be used together with <see cref="P:ConfigurationManager.SettingEntryBase.HideDefaultButton"/> to gain even more space. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.Description"> |
||||||
|
<summary> |
||||||
|
Optional description shown when hovering over the setting |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.DispName"> |
||||||
|
<summary> |
||||||
|
Name of the setting |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.PluginInfo"> |
||||||
|
<summary> |
||||||
|
Plugin this setting belongs to |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.ReadOnly"> |
||||||
|
<summary> |
||||||
|
Only allow showing of the value. False whenever possible by default. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.SettingType"> |
||||||
|
<summary> |
||||||
|
Type of the variable |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.PluginInstance"> |
||||||
|
<summary> |
||||||
|
Instance of the plugin that owns this setting |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.IsAdvanced"> |
||||||
|
<summary> |
||||||
|
Is this setting advanced |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.Order"> |
||||||
|
<summary> |
||||||
|
Order of the setting on the settings list relative to other settings in a category. 0 by default, lower is higher on the list. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.SettingEntryBase.Get"> |
||||||
|
<summary> |
||||||
|
Get the value of this setting |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.SettingEntryBase.Set(System.Object)"> |
||||||
|
<summary> |
||||||
|
Set the value of this setting |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.SettingEntryBase.SetValue(System.Object)"> |
||||||
|
<summary> |
||||||
|
Implementation of <see cref="M:ConfigurationManager.SettingEntryBase.Set(System.Object)"/> |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.ObjToStr"> |
||||||
|
<summary> |
||||||
|
Custom converter from setting type to string for the textbox |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.SettingEntryBase.StrToObj"> |
||||||
|
<summary> |
||||||
|
Custom converter from string to setting type for the textbox |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:ConfigurationManager.ValueChangedEventArgs`1"> |
||||||
|
<summary> |
||||||
|
Arguments representing a change in value |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:ConfigurationManager.ValueChangedEventArgs`1.#ctor(`0)"> |
||||||
|
<inheritdoc /> |
||||||
|
</member> |
||||||
|
<member name="P:ConfigurationManager.ValueChangedEventArgs`1.NewValue"> |
||||||
|
<summary> |
||||||
|
Newly assigned value |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:BepInEx.AcceptableValueListAttribute"> |
||||||
|
<summary> |
||||||
|
Specify the list of acceptable values for this variable. It will allow the configuration window to show a list of available values. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.AcceptableValueListAttribute.#ctor(System.Object[])"> |
||||||
|
<summary> |
||||||
|
Specify the list of acceptable values for this variable. It will allow the configuration window to show a list of available values. |
||||||
|
</summary> |
||||||
|
<param name="acceptableValues">List of acceptable values for this setting</param> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.AcceptableValueListAttribute.#ctor(System.String)"> |
||||||
|
<summary> |
||||||
|
Specify a method that returns the list of acceptable values for this variable. It will allow the configuration window to show a list of available values. |
||||||
|
</summary> |
||||||
|
<param name="acceptableValueGetterName">Name of an instance method that takes no arguments and returns array object[] that contains the acceptable values</param> |
||||||
|
</member> |
||||||
|
<member name="T:BepInEx.AcceptableValueRangeAttribute"> |
||||||
|
<summary> |
||||||
|
Specify the range of acceptable values for this variable. It will allow the configuration window to show a slider |
||||||
|
and filter inputs. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.AcceptableValueRangeAttribute.#ctor(System.Object,System.Object,System.Boolean)"> |
||||||
|
<param name="minValue">Lowest acceptable value</param> |
||||||
|
<param name="maxValue">Highest acceptable value</param> |
||||||
|
<param name="showAsPercentage"> |
||||||
|
Show the current value as % between min and max values if possible. Otherwise show the |
||||||
|
value itself. |
||||||
|
</param> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.CustomSettingDrawAttribute.#ctor(System.String)"> |
||||||
|
<summary> |
||||||
|
Register a custom field editor drawer that will replace config manager's default field editors |
||||||
|
(The part between setting name and the default button). |
||||||
|
</summary> |
||||||
|
<param name="customFieldDrawMethod">Name of the method that will draw the edit field. |
||||||
|
The method needs to be an instance method with signature <code>void Name ()</code>. Runs in OnGUI.</param> |
||||||
|
</member> |
||||||
|
<member name="T:BepInEx.KeyboardShortcut"> |
||||||
|
<summary> |
||||||
|
A keyboard shortcut that can be used in Update method to check if user presses a key combo. |
||||||
|
Use SavedKeyboardShortcut to allow user to change this shortcut and have the changes saved. |
||||||
|
How to use: Use IsDown instead of the Imput.GetKeyDown in the Update loop. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.KeyboardShortcut.#ctor(UnityEngine.KeyCode,UnityEngine.KeyCode[])"> |
||||||
|
<summary> |
||||||
|
Create a new keyboard shortcut. |
||||||
|
</summary> |
||||||
|
<param name="mainKey">Main key to press</param> |
||||||
|
<param name="modifiers">Keys that should be held down before main key is registered</param> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.KeyboardShortcut.IsDown"> |
||||||
|
<summary> |
||||||
|
Check if the main key was just pressed (Input.GetKeyDown), and specified modifier keys are all pressed |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.KeyboardShortcut.IsPressed"> |
||||||
|
<summary> |
||||||
|
Check if the main key is currently held down (Input.GetKey), and specified modifier keys are all pressed |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.KeyboardShortcut.IsUp"> |
||||||
|
<summary> |
||||||
|
Check if the main key was just lifted (Input.GetKeyUp), and specified modifier keys are all pressed. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:BepInEx.SavedKeyboardShortcut"> |
||||||
|
<summary> |
||||||
|
A keyboard shortcut that is saved in the config file and can be changed by the user if ConfigurationManager plugin |
||||||
|
is present. |
||||||
|
How to use: Run IsPressed in Update to check if user presses the button combo. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.SavedKeyboardShortcut.IsPressed"> |
||||||
|
<summary> |
||||||
|
Check if the main key is currently held down (Input.GetKey), and specified modifier keys are all pressed |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.SavedKeyboardShortcut.IsDown"> |
||||||
|
<summary> |
||||||
|
Check if the main key was just pressed (Input.GetKeyDown), and specified modifier keys are all pressed |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:BepInEx.SavedKeyboardShortcut.IsUp"> |
||||||
|
<summary> |
||||||
|
Check if the main key was just lifted (Input.GetKeyUp), and specified modifier keys are all pressed. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
</members> |
||||||
|
</doc> |
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@ -0,0 +1,178 @@ |
|||||||
|
<?xml version="1.0"?> |
||||||
|
<doc> |
||||||
|
<assembly> |
||||||
|
<name>MonoMod.RuntimeDetour</name> |
||||||
|
</assembly> |
||||||
|
<members> |
||||||
|
<member name="T:MonoMod.RuntimeDetour.Detour"> |
||||||
|
<summary> |
||||||
|
A fully managed detour. |
||||||
|
Multiple Detours for a method to detour from can exist at any given time. Detours can be layered. |
||||||
|
If you're writing your own detour manager or need to detour native functions, it's better to create instances of NativeDetour instead. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Apply"> |
||||||
|
<summary> |
||||||
|
Mark the detour as applied in the detour chain. This can be done automatically when creating an instance. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Undo"> |
||||||
|
<summary> |
||||||
|
Undo the detour without freeing it, allowing you to reapply it later. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Free"> |
||||||
|
<summary> |
||||||
|
Free the detour, while also permanently undoing it. This makes any further operations on this detour invalid. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Dispose"> |
||||||
|
<summary> |
||||||
|
Undo and free this temporary detour. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline(System.Reflection.MethodBase)"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline``1"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Hook.GenerateTrampoline``1"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:MonoMod.RuntimeDetour.NativeDetour"> |
||||||
|
<summary> |
||||||
|
A "raw" native detour, acting as a wrapper around NativeDetourData with a few helpers. |
||||||
|
Only one NativeDetour for a method to detour from can exist at any given time. NativeDetours cannot be layered. |
||||||
|
If you don't need the trampoline generator or any of the management helpers, use DetourManager.Native directly. |
||||||
|
Unless you're writing your own detour manager or need to detour native functions, it's better to create instances of Detour instead. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Apply"> |
||||||
|
<summary> |
||||||
|
Apply the native detour. This can be done automatically when creating an instance. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Undo"> |
||||||
|
<summary> |
||||||
|
Undo the native detour without freeing the detour native data, allowing you to reapply it later. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeSource(System.IntPtr)"> |
||||||
|
<summary> |
||||||
|
Changes the source of this native detour to a new source address. This does not repair the old source location. |
||||||
|
This also assumes that <paramref name="newSource"/> is simply a new address for the same method as this was constructed with. |
||||||
|
</summary> |
||||||
|
<param name="newSource">The new source location.</param> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeTarget(System.IntPtr)"> |
||||||
|
<summary> |
||||||
|
Changed the target of this native detour to a new target. |
||||||
|
</summary> |
||||||
|
<param name="newTarget">The new target address.</param> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Free"> |
||||||
|
<summary> |
||||||
|
Free the detour's data without undoing it. This makes any further operations on this detour invalid. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Dispose"> |
||||||
|
<summary> |
||||||
|
Undo and free this temporary detour. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline(System.Reflection.MethodBase)"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned. |
||||||
|
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline``1"> |
||||||
|
<summary> |
||||||
|
Generate a new delegate with which you can invoke the previous state. |
||||||
|
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned. |
||||||
|
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.Byte)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(byte). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt16)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt32)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt64)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ulong). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.GenerateNativeProxy(System.IntPtr,System.Reflection.MethodBase)"> |
||||||
|
<summary> |
||||||
|
Generate a DynamicMethod to easily call the given native function from another DynamicMethod. |
||||||
|
</summary> |
||||||
|
<param name="target">The pointer to the native function to call.</param> |
||||||
|
<param name="signature">A MethodBase with the target function's signature.</param> |
||||||
|
<returns>The detoured DynamicMethod.</returns> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.StubCriticalDetour(MonoMod.Utils.DynamicMethodDefinition)"> |
||||||
|
<summary> |
||||||
|
Fill the DynamicMethodDefinition with a throw. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourCopy(Mono.Cecil.Cil.ILProcessor,System.IntPtr,System.IntPtr,System.Byte)"> |
||||||
|
<summary> |
||||||
|
Emit a call to DetourManager.Native.Copy using the given parameters. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourApply(Mono.Cecil.Cil.ILProcessor,MonoMod.RuntimeDetour.NativeDetourData)"> |
||||||
|
<summary> |
||||||
|
Emit a call to DetourManager.Native.Apply using a copy of the given data. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:MonoMod.RuntimeDetour.NativeDetourData"> |
||||||
|
<summary> |
||||||
|
The data forming a "raw" native detour, created and consumed by DetourManager.Native. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Method"> |
||||||
|
<summary> |
||||||
|
The method to detour from. Set when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Target"> |
||||||
|
<summary> |
||||||
|
The target method to be called instead. Set when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Type"> |
||||||
|
<summary> |
||||||
|
The type of the detour. Determined when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Size"> |
||||||
|
<summary> |
||||||
|
The size of the detour. Calculated when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Extra"> |
||||||
|
<summary> |
||||||
|
DetourManager.Native-specific data. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
</members> |
||||||
|
</doc> |
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@ -0,0 +1,178 @@ |
|||||||
|
<?xml version="1.0"?> |
||||||
|
<doc> |
||||||
|
<assembly> |
||||||
|
<name>MonoMod.RuntimeDetour</name> |
||||||
|
</assembly> |
||||||
|
<members> |
||||||
|
<member name="T:MonoMod.RuntimeDetour.Detour"> |
||||||
|
<summary> |
||||||
|
A fully managed detour. |
||||||
|
Multiple Detours for a method to detour from can exist at any given time. Detours can be layered. |
||||||
|
If you're writing your own detour manager or need to detour native functions, it's better to create instances of NativeDetour instead. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Apply"> |
||||||
|
<summary> |
||||||
|
Mark the detour as applied in the detour chain. This can be done automatically when creating an instance. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Undo"> |
||||||
|
<summary> |
||||||
|
Undo the detour without freeing it, allowing you to reapply it later. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Free"> |
||||||
|
<summary> |
||||||
|
Free the detour, while also permanently undoing it. This makes any further operations on this detour invalid. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.Dispose"> |
||||||
|
<summary> |
||||||
|
Undo and free this temporary detour. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline(System.Reflection.MethodBase)"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline``1"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.Hook.GenerateTrampoline``1"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:MonoMod.RuntimeDetour.NativeDetour"> |
||||||
|
<summary> |
||||||
|
A "raw" native detour, acting as a wrapper around NativeDetourData with a few helpers. |
||||||
|
Only one NativeDetour for a method to detour from can exist at any given time. NativeDetours cannot be layered. |
||||||
|
If you don't need the trampoline generator or any of the management helpers, use DetourManager.Native directly. |
||||||
|
Unless you're writing your own detour manager or need to detour native functions, it's better to create instances of Detour instead. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Apply"> |
||||||
|
<summary> |
||||||
|
Apply the native detour. This can be done automatically when creating an instance. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Undo"> |
||||||
|
<summary> |
||||||
|
Undo the native detour without freeing the detour native data, allowing you to reapply it later. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeSource(System.IntPtr)"> |
||||||
|
<summary> |
||||||
|
Changes the source of this native detour to a new source address. This does not repair the old source location. |
||||||
|
This also assumes that <paramref name="newSource"/> is simply a new address for the same method as this was constructed with. |
||||||
|
</summary> |
||||||
|
<param name="newSource">The new source location.</param> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeTarget(System.IntPtr)"> |
||||||
|
<summary> |
||||||
|
Changed the target of this native detour to a new target. |
||||||
|
</summary> |
||||||
|
<param name="newTarget">The new target address.</param> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Free"> |
||||||
|
<summary> |
||||||
|
Free the detour's data without undoing it. This makes any further operations on this detour invalid. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Dispose"> |
||||||
|
<summary> |
||||||
|
Undo and free this temporary detour. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline(System.Reflection.MethodBase)"> |
||||||
|
<summary> |
||||||
|
Generate a new DynamicMethod with which you can invoke the previous state. |
||||||
|
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned. |
||||||
|
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline``1"> |
||||||
|
<summary> |
||||||
|
Generate a new delegate with which you can invoke the previous state. |
||||||
|
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned. |
||||||
|
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.Byte)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(byte). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt16)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt32)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt64)"> |
||||||
|
<summary> |
||||||
|
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ulong). |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.GenerateNativeProxy(System.IntPtr,System.Reflection.MethodBase)"> |
||||||
|
<summary> |
||||||
|
Generate a DynamicMethod to easily call the given native function from another DynamicMethod. |
||||||
|
</summary> |
||||||
|
<param name="target">The pointer to the native function to call.</param> |
||||||
|
<param name="signature">A MethodBase with the target function's signature.</param> |
||||||
|
<returns>The detoured DynamicMethod.</returns> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.StubCriticalDetour(MonoMod.Utils.DynamicMethodDefinition)"> |
||||||
|
<summary> |
||||||
|
Fill the DynamicMethodDefinition with a throw. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourCopy(Mono.Cecil.Cil.ILProcessor,System.IntPtr,System.IntPtr,System.Byte)"> |
||||||
|
<summary> |
||||||
|
Emit a call to DetourManager.Native.Copy using the given parameters. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourApply(Mono.Cecil.Cil.ILProcessor,MonoMod.RuntimeDetour.NativeDetourData)"> |
||||||
|
<summary> |
||||||
|
Emit a call to DetourManager.Native.Apply using a copy of the given data. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="T:MonoMod.RuntimeDetour.NativeDetourData"> |
||||||
|
<summary> |
||||||
|
The data forming a "raw" native detour, created and consumed by DetourManager.Native. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Method"> |
||||||
|
<summary> |
||||||
|
The method to detour from. Set when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Target"> |
||||||
|
<summary> |
||||||
|
The target method to be called instead. Set when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Type"> |
||||||
|
<summary> |
||||||
|
The type of the detour. Determined when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Size"> |
||||||
|
<summary> |
||||||
|
The size of the detour. Calculated when the structure is created by the IDetourNativePlatform. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Extra"> |
||||||
|
<summary> |
||||||
|
DetourManager.Native-specific data. |
||||||
|
</summary> |
||||||
|
</member> |
||||||
|
</members> |
||||||
|
</doc> |
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Loading…
Reference in new issue