Difference between revisions of "ModdingHooks"
From wiki
Line 19: | Line 19: | ||
Other hook-able types include: | Other hook-able types include: | ||
− | + | <code> | |
ICommandBuilder | ICommandBuilder | ||
IItemBuilder | IItemBuilder | ||
Line 32: | Line 32: | ||
ITileConfigurationBuilder | ITileConfigurationBuilder | ||
ITileStateBuilder | ITileStateBuilder | ||
+ | </code> |
Revision as of 19:11, 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