Difference between revisions of "ModdingHooks"
From wiki
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To make a hooking make an assembly with a class that implements this interface publicly, and place this assembly next to the game .exe and it'll get loaded. | To make a hooking make an assembly with a class that implements this interface publicly, and place this assembly next to the game .exe and it'll get loaded. | ||
| + | |||
| + | Other hook-able types include: | ||
| + | |||
| + | ICommandBuilder | ||
| + | IItemBuilder | ||
| + | IEntityAction | ||
| + | IEffectBuilder | ||
| + | IPlayerExtendedCommand | ||
| + | IVillagerEntityCommand | ||
| + | IVallagerEntityInstinct | ||
| + | IEntityLogicBuilder | ||
| + | IEntityPainterBuilder | ||
| + | ITileComponentBuilder | ||
| + | ITileConfigurationBuilder | ||
| + | ITileStateBuilder | ||
Revision as of 19:10, 6 January 2016
In the Staxel.dll
there is defined
namespace Staxel.Modding {
public interface IModHook : IDisposable {
void GameContextInitializeInit();
void GameContextInitializeBefore();
void GameContextInitializeAfter();
void GameContextDeinitialize();
void GameContextReloadBefore();
void GameContextReloadAfter();
void UniverseUpdateBefore(Staxel.Logic.Universe universe, Plukit.Base.Timestep step, Staxel.Logic.StepMode mode);
void UniverseUpdateAfter(Staxel.Logic.Universe universe, Plukit.Base.Timestep step, Staxel.Logic.StepMode mode);
}
}
To make a hooking make an assembly with a class that implements this interface publicly, and place this assembly next to the game .exe and it'll get loaded.
Other hook-able types include:
ICommandBuilder IItemBuilder IEntityAction IEffectBuilder IPlayerExtendedCommand IVillagerEntityCommand IVallagerEntityInstinct IEntityLogicBuilder IEntityPainterBuilder ITileComponentBuilder ITileConfigurationBuilder ITileStateBuilder