CLIPA/IllusionPlugin/IllusionPlugin.XML

179 lines
7.6 KiB
XML
Raw Normal View History

2016-12-14 21:45:50 +00:00
<?xml version="1.0"?>
<doc>
<assembly>
<name>IllusionPlugin</name>
</assembly>
<members>
<member name="P:IllusionPlugin.IEnhancedPlugin.Filter">
<summary>
Gets a list of executables this plugin should be excuted on (without the file ending)
</summary>
<example>{ "PlayClub", "PlayClubStudio" }</example>
</member>
<member name="T:IllusionPlugin.IniFile">
<summary>
Create a New INI file to store or load data
</summary>
</member>
<member name="M:IllusionPlugin.IniFile.#ctor(System.String)">
<summary>
INIFile Constructor.
</summary>
<PARAM name="INIPath"></PARAM>
</member>
<member name="M:IllusionPlugin.IniFile.IniWriteValue(System.String,System.String,System.String)">
<summary>
Write Data to the INI File
</summary>
<PARAM name="Section"></PARAM>
Section name
<PARAM name="Key"></PARAM>
Key Name
<PARAM name="Value"></PARAM>
Value Name
</member>
<member name="M:IllusionPlugin.IniFile.IniReadValue(System.String,System.String)">
<summary>
Read Data Value From the Ini File
</summary>
<PARAM name="Section"></PARAM>
<PARAM name="Key"></PARAM>
<PARAM name="Path"></PARAM>
<returns></returns>
</member>
<member name="T:IllusionPlugin.IPlugin">
<summary>
Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed at
data/Managed/Plugins.
</summary>
</member>
<member name="P:IllusionPlugin.IPlugin.Name">
<summary>
Gets the name of the plugin.
</summary>
</member>
<member name="P:IllusionPlugin.IPlugin.Version">
<summary>
Gets the version of the plugin.
</summary>
</member>
<member name="M:IllusionPlugin.IPlugin.OnApplicationStart">
<summary>
Gets invoked when the application is started.
</summary>
</member>
<member name="M:IllusionPlugin.IPlugin.OnApplicationQuit">
<summary>
Gets invoked when the application is closed.
</summary>
</member>
<member name="M:IllusionPlugin.IPlugin.OnLevelWasLoaded(System.Int32)">
<summary>
Gets invoked whenever a level is loaded.
</summary>
<param name="level"></param>
</member>
<member name="M:IllusionPlugin.IPlugin.OnLevelWasInitialized(System.Int32)">
<summary>
Gets invoked after the first update cycle after a level was loaded.
</summary>
<param name="level"></param>
</member>
<member name="M:IllusionPlugin.IPlugin.OnUpdate">
<summary>
Gets invoked on every graphic update.
</summary>
</member>
<member name="M:IllusionPlugin.IPlugin.OnFixedUpdate">
<summary>
Gets invoked on ever physics update.
</summary>
</member>
<member name="T:IllusionPlugin.ModPrefs">
<summary>
Allows to get and set preferences for your mod.
</summary>
</member>
<member name="M:IllusionPlugin.ModPrefs.GetString(System.String,System.String,System.String,System.Boolean)">
<summary>
Gets a string from the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="defaultValue">Value that should be used when no value is found.</param>
<param name="autoSave">Whether or not the default value should be written if no value is found.</param>
<returns></returns>
</member>
<member name="M:IllusionPlugin.ModPrefs.GetInt(System.String,System.String,System.Int32,System.Boolean)">
<summary>
Gets an int from the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="defaultValue">Value that should be used when no value is found.</param>
<param name="autoSave">Whether or not the default value should be written if no value is found.</param>
<returns></returns>
</member>
<member name="M:IllusionPlugin.ModPrefs.GetFloat(System.String,System.String,System.Single,System.Boolean)">
<summary>
Gets a float from the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="defaultValue">Value that should be used when no value is found.</param>
<param name="autoSave">Whether or not the default value should be written if no value is found.</param>
<returns></returns>
</member>
<member name="M:IllusionPlugin.ModPrefs.GetBool(System.String,System.String,System.Boolean,System.Boolean)">
<summary>
Gets a bool from the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="defaultValue">Value that should be used when no value is found.</param>
<param name="autoSave">Whether or not the default value should be written if no value is found.</param>
<returns></returns>
</member>
<member name="M:IllusionPlugin.ModPrefs.HasKey(System.String,System.String)">
<summary>
Checks whether or not a key exists in the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<returns></returns>
</member>
<member name="M:IllusionPlugin.ModPrefs.SetFloat(System.String,System.String,System.Single)">
<summary>
Sets a float in the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="value">Value that should be written.</param>
</member>
<member name="M:IllusionPlugin.ModPrefs.SetInt(System.String,System.String,System.Int32)">
<summary>
Sets an int in the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="value">Value that should be written.</param>
</member>
<member name="M:IllusionPlugin.ModPrefs.SetString(System.String,System.String,System.String)">
<summary>
Sets a string in the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="value">Value that should be written.</param>
</member>
<member name="M:IllusionPlugin.ModPrefs.SetBool(System.String,System.String,System.Boolean)">
<summary>
Sets a bool in the ini.
</summary>
<param name="section">Section of the key.</param>
<param name="name">Name of the key.</param>
<param name="value">Value that should be written.</param>
</member>
</members>
</doc>