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Scripting
QiuHanWen edited this page Mar 24, 2023
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You can write you own code just like other unity project.
You can access different kind of manager instance via AC_ManagerHolder:
public static class AC_ManagerHolder
{
//——System——
public static IAC_SystemCursorManager SystemCursorManager { get; internal set; }
public static IAC_SystemInputManager SystemInputManager { get; internal set; }
public static IAC_SystemAudioManager SystemAudioManager { get; internal set; }
public static IAC_SystemLogManager SystemLogManager { get; internal set; }
//——Setting——
public static IAC_CommonSettingManager CommonSettingManager { get; internal set; }
//——Cursor——
public static IAC_SceneManager SceneManager { get; internal set; }
public static IAC_EnvironmentManager EnvironmentManager { get; internal set; }
public static IAC_TransformManager TransformManager { get; internal set; }
public static IAC_StateManager StateManager { get; internal set; }
}
You can receive callback by inheric from the following interfaces:
- IAC_Manager_ModInitHandler: Called when
mod scene inited/deinited
. - IAC_CursorState_ChangedHandler: Called when
cursor state changed
. - IAC_CommonSetting_XXXHandler: Called when
cursor setting changed
. - IAC_SystemAudio_XXXDataChangedHandler: Called when
system audio data changed
. - IAC_SystemCursor_AppearanceChangedHandler: Called when
system cursor's appeanance changed (eg: activation state/cursor type)
. - IAC_SystemInput_MouseXXXHandler: Called when
system mouse input event occured
. - IAC_SystemWindow_ChangedHandler: Called when
active system display's state changed(eg: resolution changed or display changed)
.
For security reasons, some scripts are not allow to included in mods:
Assembly:
- UnityEditor
- Mono.Cecil
Namespace:
- System.IO.*
- UnityEngine.SceneManagement.*
Type:
- System.AppDomain
- System.Threading.Process
- UnityEngine.Input
- Threeyes.IO.FileIO
- Threeyes.External.ExternalResources
- PathTool
Member:
- UnityEngine.Application.Quit
- Custom script inherit from
ScriptableObject
is not supported, any references to these objects will resolve to null after built. - You can check out my AliveCursor_ModUploader sample project for better understanding.