oni-priority-ux/mod/PLibCore/PatchManager/RunAt.cs

94 lines
3.5 KiB
C#

/*
* Copyright 2022 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace PeterHan.PLib.PatchManager {
/// <summary>
/// Describes when a PLibPatch or PLibMethod should be invoked.
///
/// Due to a bug in ILRepack an enum type in PLib cannot be used as a parameter for a
/// custom attribute. ILmerge does not have this bug.
/// </summary>
public static class RunAt {
/// <summary>
/// Runs the method/patch now.
///
/// Note that mods may load in any order and thus not all mods may be initialized at
/// this time.
/// </summary>
public const uint Immediately = 0U;
/// <summary>
/// Runs after all mods load, but before most other aspects of the game (including
/// Assets, Db, and so forth) are initialized. This will run before any other mod
/// has their UserMod2.AfterModsLoad executed. All PLib components will be initialized
/// by this point.
/// </summary>
public const uint AfterModsLoad = 1U;
/// <summary>
/// Runs immediately before Db.Initialize.
/// </summary>
public const uint BeforeDbInit = 2U;
/// <summary>
/// Runs immediately after Db.Initialize.
/// </summary>
public const uint AfterDbInit = 3U;
/// <summary>
/// Runs when the main menu has loaded.
/// </summary>
public const uint InMainMenu = 4U;
/// <summary>
/// Runs when Game.OnPrefabInit has completed.
/// </summary>
public const uint OnStartGame = 5U;
/// <summary>
/// Runs when Game.DestroyInstances is executed.
/// </summary>
public const uint OnEndGame = 6U;
/// <summary>
/// Runs after all mod data (including layerable files like world gen and codex/
/// elements) are loaded. This comes after all UserMod2.AfterModsLoad handlers execute.
/// All PLib components will be initialized by this point.
/// </summary>
public const uint AfterLayerableLoad = 7U;
/// <summary>
/// The string equivalents of each constant for debugging.
/// </summary>
private static readonly string[] STRING_VALUES = new string[] {
nameof(Immediately), nameof(AfterModsLoad), nameof(BeforeDbInit),
nameof(AfterDbInit), nameof(InMainMenu), nameof(OnStartGame), nameof(OnEndGame),
nameof(AfterLayerableLoad)
};
/// <summary>
/// Gets a human readable representation of a run time constant.
/// </summary>
/// <param name="runtime">The time when the patch should be run.</param>
public static string ToString(uint runtime) {
return (runtime < STRING_VALUES.Length) ? STRING_VALUES[runtime] : runtime.
ToString();
}
}
}