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Misc Classes.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using VRC;
using VRC.Core;
namespace VRChatAccessibility
{
public class LoadOrder : Attribute
{
public int Priority;
public LoadOrder(int priority)
{
Priority = priority;
}
}
public class BaseModule
{
/// <summary>
/// Runs after Joining A Instance.
/// </summary>
public virtual void OnRoomJoined()
{
}
/// <summary>
/// Runs after Leaving A Instance.
/// </summary>
public virtual void OnRoomLeft()
{
}
/// <summary>
/// Runs after A User Has Joined The Instance.
/// </summary>
/// <param name="player">The player.</param>
public virtual void OnPlayerJoined(Player player)
{
}
/// <summary>
/// Runs after A User Has Left The Instance.
/// </summary>
/// <param name="player">The player.</param>
public virtual void OnPlayerLeft(Player player)
{
}
/// <summary>
/// Runs after A User Has Changed Avatar.
/// </summary>
public virtual void OnAvatarChanged(VRCAvatarManager manager, GameObject avatar, string player, float num, ApiAvatar apiAvatar)
{
}
/// <summary>
/// Runs after An Avatar Has Instantiated.
/// </summary>
public virtual void OnAvatarInstantiated(VRCAvatarManager manager, ApiAvatar apiAvatar, GameObject avatar)
{
}
/// <summary>
/// Runs after Game Initialization.
/// </summary>
public virtual void OnApplicationStart()
{
}
/// <summary>
/// Runs after OnApplicationStart.
/// </summary>
public virtual void OnApplicationLateStart()
{
}
/// <summary>
/// Runs after UI Manager Initialization.
/// </summary>
public virtual void OnUIManagerInit()
{
}
/// <summary>
/// Runs after QuickMenu Initialization.
/// </summary>
public virtual void OnQuickMenuInit()
{
}
/// <summary>
/// Runs when a Scene has Loaded and is passed the Scene's Build Index and Name.
/// </summary>
public virtual void OnSceneWasLoaded(int buildIndex, string sceneName)
{
}
/// <summary>
/// Runs when a Scene has Initialized and is passed the Scene's Build Index and Name.
/// </summary>
public virtual void OnSceneWasInitialized(int buildIndex, string sceneName)
{
}
/// <summary>
/// Runs when a Scene has Unloaded and is passed the Scene's Build Index and Name.
/// </summary>
public virtual void OnSceneWasUnloaded(int buildIndex, string sceneName)
{
}
/// <summary>
/// Can run multiple times per frame. Mostly used for Physics.
/// </summary>
public virtual void OnFixedUpdate()
{
}
/// <summary>
/// Runs once per frame.
/// </summary>
public virtual void OnUpdate()
{
}
/// <summary>
/// Runs once per second.
/// </summary>
public virtual void OnSecondPassed()
{
}
/// <summary>
/// Runs once per frame after OnUpdate and OnFixedUpdate have finished.
/// </summary>
public virtual void OnLateUpdate()
{
}
/// <summary>
/// Can run multiple times per frame. Mostly used for Unity's IMGUI.
/// </summary>
public virtual void OnGUI()
{
}
/// <summary>
/// Runs when the Game is told to Close.
/// </summary>
public virtual void OnApplicationQuit()
{
}
/// <summary>
/// Runs when Melon Preferences get saved.
/// </summary>
public virtual void OnPreferencesSaved()
{
}
/// <summary>
/// Runs when Melon Preferences get loaded.
/// </summary>
public virtual void OnPreferencesLoaded()
{
}
[Obsolete("OnModSettingsApplied is obsolete. Please use OnPreferencesSaved instead.")]
public virtual void OnModSettingsApplied()
{
}
[Obsolete("OnLevelWasLoaded is obsolete. Please use OnSceneWasLoaded instead.")]
public virtual void OnLevelWasLoaded(int level)
{
}
[Obsolete("OnLevelWasInitialized is obsolete. Please use OnSceneWasInitialized instead.")]
public virtual void OnLevelWasInitialized(int level)
{
}
}
}