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* Update * Roles * Progress on 13.0.0 changes * Update * Update 17.04 * Update * Fix * Docs update * Update * Update Changes * Update template, fixes. * Fixes * Fix * Add ReserverdSlots.cs Whitelist.cs * Seperate events into folders. * Remove not used usings * Final changes * Debug logs... * Master changes * Update template plugin to properly reflect eventargs * Update ItemPickup to reflect 13.1 changes Increment version * Resolving issue 203 (#204) resolves #203 * Revert "Resolving issue 203 (#204)" This reverts commit 32e4e07. * IsOffline (#207) * Update package version * bump version remove heavily modded field due to removal from basegame * bump packageversion for nuget * Update dotnet.yml * Update dotnet.yml * Update download-files.txt * 13.3.0 compatability * update packageversion to reflect pluginapi version --------- Co-authored-by: ced777ric <[email protected]> Co-authored-by: SrLicht <[email protected]> Co-authored-by: ced777ric <[email protected]>
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Analyzers/NWPluginAPI.Analyzers/NWPluginAPIAnalyzersAnalyzer.cs
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using System; | ||
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namespace PluginAPI.Core.Attributes | ||
{ | ||
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)] | ||
public class EventArgument : Attribute { } | ||
} |
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using PluginAPI.Enums; | ||
using System; | ||
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namespace PluginAPI.Core.Attributes | ||
{ | ||
/// <summary> | ||
/// Marks the plugin role. | ||
/// </summary> | ||
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] | ||
public class PluginRole : Attribute | ||
{ | ||
public RoleRegisterType RegisterType; | ||
public int RoleId; | ||
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/// <summary> | ||
/// Initializes a new instance of the <see cref="PluginRole"/> class. | ||
/// </summary> | ||
/// <param name="registerType">The type of registered role.</param> | ||
public PluginRole(RoleRegisterType registerType) | ||
{ | ||
RegisterType = registerType; | ||
} | ||
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/// <summary> | ||
/// Initializes a new instance of the <see cref="PluginRole"/> class. | ||
/// </summary> | ||
/// <param name="registerType">The type of registered role.</param> | ||
public PluginRole(RoleRegisterType registerType, int roleId) | ||
{ | ||
RegisterType = registerType; | ||
RoleId = roleId; | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,66 +1,28 @@ | ||
namespace PluginAPI.Core.Interfaces | ||
{ | ||
using UnityEngine; | ||
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/// <summary> | ||
/// Defines a player. | ||
/// </summary> | ||
public interface IPlayer : IEntity | ||
{ | ||
/// <summary> | ||
/// Gets if player is dedicated server. | ||
/// Gets if the player is in the server. | ||
/// </summary> | ||
bool IsServer { get; } | ||
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bool IsOffline { get; } | ||
/// <summary> | ||
/// Gets the player's <see cref="global::ReferenceHub"/>. | ||
/// Gets the player's user id. | ||
/// </summary> | ||
ReferenceHub ReferenceHub { get; } | ||
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string UserId { get; } | ||
/// <summary> | ||
/// Gets the player's <see cref="UnityEngine.GameObject"/>. | ||
/// Gets the player's name. | ||
/// </summary> | ||
GameObject GameObject { get; } | ||
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string Nickname { get; } | ||
/// <summary> | ||
/// Gets player temporary data storage. | ||
/// Gets the player's ip address. | ||
/// </summary> | ||
DataStorage TemporaryData { get; } | ||
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/// <summary> | ||
/// Executed when player object is created. | ||
/// </summary> | ||
void OnStart(); | ||
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/// <summary> | ||
/// Executed when player object is destroyed. | ||
/// </summary> | ||
void OnDestroy(); | ||
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/// <summary> | ||
/// Executed every frame. | ||
/// </summary> | ||
void OnUpdate(); | ||
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/// <summary> | ||
/// Executed after all OnUpdate functions have been called. | ||
/// </summary> | ||
void OnLateUpdate(); | ||
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/// <summary> | ||
/// Executed with the frequency of the physics system. | ||
/// <remarks>Unity's physics engine runs at 50hz by default.</remarks> | ||
/// </summary> | ||
void OnFixedUpdate(); | ||
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/// <summary> | ||
/// Gets the <see cref="UnityEngine.MonoBehaviour"/> and caches it. | ||
/// </summary> | ||
T GetComponent<T>(bool globalSearch = false) where T : MonoBehaviour; | ||
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/// <summary> | ||
/// Gets the <see cref="UnityEngine.MonoBehaviour"/> and caches it. | ||
/// </summary> | ||
bool TryGetComponent<T>(out T component, bool globalSearch = false) where T : MonoBehaviour; | ||
string IpAddress { get; } | ||
} | ||
} |
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