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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