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Game.Modding.Toolchain.ToolchainDependencyManager+State

Assembly: Game
Namespace: Game.Modding.Toolchain

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct State
{
    public Game.Modding.Toolchain.ModdingToolStatus m_Status;
    public Game.Modding.Toolchain.DeploymentState m_State;
    public System.Int32 m_CurrentStage;
    public System.Int32 m_TotalStages;
    public System.Nullable<System.Int32> m_Progress;
    public Game.UI.Localization.LocalizedString m_Details;

    public Game.Modding.Toolchain.IToolchainDependency+State toDependencyState { get; }

    public virtual System.Int32 GetHashCode();
    public Game.UI.Localization.LocalizedString GetLocalizedState(System.Boolean includeProgress);
    public Game.Modding.Toolchain.ToolchainDependencyManager+State WithNextStage();
    public Game.Modding.Toolchain.ToolchainDependencyManager+State WithProgress(System.Nullable<System.Int32> progress, Game.UI.Localization.LocalizedString details);
    public Game.Modding.Toolchain.ToolchainDependencyManager+State WithStages(System.Int32 stages);
    public Game.Modding.Toolchain.ToolchainDependencyManager+State WithState(Game.Modding.Toolchain.DeploymentState state);
    public Game.Modding.Toolchain.ToolchainDependencyManager+State WithStatus(Game.Modding.Toolchain.ModdingToolStatus status);
}

Fields

  • public Game.Modding.Toolchain.ModdingToolStatus m_Status
public Game.Modding.Toolchain.ModdingToolStatus m_Status;
  • public Game.Modding.Toolchain.DeploymentState m_State
public Game.Modding.Toolchain.DeploymentState m_State;
  • public System.Int32 m_CurrentStage
public System.Int32 m_CurrentStage;
  • public System.Int32 m_TotalStages
public System.Int32 m_TotalStages;
  • public System.Nullable<System.Int32> m_Progress
public System.Nullable<System.Int32> m_Progress;
  • public Game.UI.Localization.LocalizedString m_Details
public Game.UI.Localization.LocalizedString m_Details;

Properties

  • public Game.Modding.Toolchain.IToolchainDependency+State toDependencyState { get }
public Game.Modding.Toolchain.IToolchainDependency+State toDependencyState { get; }

Methods

  • public virtual GetHashCode() : System.Int32
public virtual System.Int32 GetHashCode();
  • public GetLocalizedState(System.Boolean includeProgress) : Game.UI.Localization.LocalizedString
public Game.UI.Localization.LocalizedString GetLocalizedState(System.Boolean includeProgress);
  • public WithNextStage() : Game.Modding.Toolchain.ToolchainDependencyManager+State
public Game.Modding.Toolchain.ToolchainDependencyManager+State WithNextStage();
  • public WithProgress(System.Nullable<System.Int32> progress, Game.UI.Localization.LocalizedString details = null) : Game.Modding.Toolchain.ToolchainDependencyManager+State
public Game.Modding.Toolchain.ToolchainDependencyManager+State WithProgress(System.Nullable<System.Int32> progress, Game.UI.Localization.LocalizedString details);
  • public WithStages(System.Int32 stages) : Game.Modding.Toolchain.ToolchainDependencyManager+State
public Game.Modding.Toolchain.ToolchainDependencyManager+State WithStages(System.Int32 stages);
  • public WithState(Game.Modding.Toolchain.DeploymentState state) : Game.Modding.Toolchain.ToolchainDependencyManager+State
public Game.Modding.Toolchain.ToolchainDependencyManager+State WithState(Game.Modding.Toolchain.DeploymentState state);
  • public WithStatus(Game.Modding.Toolchain.ModdingToolStatus status) : Game.Modding.Toolchain.ToolchainDependencyManager+State
public Game.Modding.Toolchain.ToolchainDependencyManager+State WithStatus(Game.Modding.Toolchain.ModdingToolStatus status);