Game.Modding.ModManager+ModInfo
Assembly: Game
Namespace: Game.Modding
Type: class public
Base: System.Object
Code
public class ModInfo
{
private readonly System.Collections.Generic.List<Game.Modding.IMod> m_Instances;
private Colossal.IO.AssetDatabase.ExecutableAsset <asset>k__BackingField;
private Game.Modding.ModManager+ModInfo+State <state>k__BackingField;
private System.String <loadError>k__BackingField;
public System.Collections.Generic.IReadOnlyList<Game.Modding.IMod> instances { get; }
public Colossal.IO.AssetDatabase.ExecutableAsset asset { get; private set; }
public System.Boolean isValid { get; }
public System.Boolean isLoaded { get; }
public System.Boolean isBursted { get; }
public System.String name { get; }
public System.String assemblyFullName { get; }
public Game.Modding.ModManager+ModInfo+State state { get; private set; }
public System.String loadError { get; private set; }
public ModInfo(Colossal.IO.AssetDatabase.ExecutableAsset asset);
private static System.Void AfterLoadAssembly(System.Reflection.Assembly assembly);
public System.Void Dispose();
public System.Void Load(Game.UpdateSystem updateSystem);
private System.Void OnDispose();
private System.Void OnLoad(Game.UpdateSystem updateSystem);
public System.Void Preload(System.Reflection.Assembly[] assemblies);
}
Fields
private readonly System.Collections.Generic.List<Game.Modding.IMod> m_Instances
private readonly System.Collections.Generic.List<Game.Modding.IMod> m_Instances;
private Colossal.IO.AssetDatabase.ExecutableAsset <asset>k__BackingField
private Colossal.IO.AssetDatabase.ExecutableAsset <asset>k__BackingField;
private Game.Modding.ModManager+ModInfo+State <state>k__BackingField
private Game.Modding.ModManager+ModInfo+State <state>k__BackingField;
private System.String <loadError>k__BackingField
private System.String <loadError>k__BackingField;
Properties
public System.Collections.Generic.IReadOnlyList<Game.Modding.IMod> instances { get }
public System.Collections.Generic.IReadOnlyList<Game.Modding.IMod> instances { get; }
public Colossal.IO.AssetDatabase.ExecutableAsset asset { get; private set }
public Colossal.IO.AssetDatabase.ExecutableAsset asset { get; private set; }
public System.Boolean isValid { get }
public System.Boolean isValid { get; }
public System.Boolean isLoaded { get }
public System.Boolean isLoaded { get; }
public System.Boolean isBursted { get }
public System.Boolean isBursted { get; }
public System.String name { get }
public System.String name { get; }
public System.String assemblyFullName { get }
public System.String assemblyFullName { get; }
public Game.Modding.ModManager+ModInfo+State state { get; private set }
public Game.Modding.ModManager+ModInfo+State state { get; private set; }
public System.String loadError { get; private set }
public System.String loadError { get; private set; }
Constructors
public ModInfo(Colossal.IO.AssetDatabase.ExecutableAsset asset)
public ModInfo(Colossal.IO.AssetDatabase.ExecutableAsset asset);
Methods
private static AfterLoadAssembly(System.Reflection.Assembly assembly) : System.Void
private static System.Void AfterLoadAssembly(System.Reflection.Assembly assembly);
public Dispose() : System.Void
public System.Void Dispose();
public Load(Game.UpdateSystem updateSystem) : System.Void
public System.Void Load(Game.UpdateSystem updateSystem);
private OnDispose() : System.Void
private System.Void OnDispose();
private OnLoad(Game.UpdateSystem updateSystem) : System.Void
private System.Void OnLoad(Game.UpdateSystem updateSystem);
public Preload(System.Reflection.Assembly[] assemblies) : System.Void
public System.Void Preload(System.Reflection.Assembly[] assemblies);
Nested types
Game.Modding.ModManager+ModInfo+State
Game.Modding.ModManager+ModInfo+<>c