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using System;
namespace StardewModdingAPI
{
/// <summary>The base class for a mod.</summary>
public abstract class Mod : IMod, IDisposable
{
/*********
** Accessors
*********/
/// <summary>Provides simplified APIs for writing mods.</summary>
public IModHelper Helper { get; internal set; }
/// <summary>Writes messages to the console and log file.</summary>
public IMonitor Monitor { get; internal set; }
/// <summary>The mod's manifest.</summary>
public IManifest ModManifest { get; internal set; }
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public abstract void Entry(IModHelper helper);
/// <summary>Get an API that other mods can access. This is always called after <see cref="Entry"/>.</summary>
public virtual object GetApi() => null;
/// <summary>Release or reset unmanaged resources.</summary>
public void Dispose()
{
(this.Helper as IDisposable)?.Dispose(); // deliberate do this outside overridable dispose method so mods don't accidentally suppress it
this.Dispose(true);
GC.SuppressFinalize(this);
}
/*********
** Private methods
*********/
/// <summary>Release or reset unmanaged resources when the game exits. There's no guarantee this will be called on every exit.</summary>
/// <param name="disposing">Whether the instance is being disposed explicitly rather than finalized. If this is false, the instance shouldn't dispose other objects since they may already be finalized.</param>
protected virtual void Dispose(bool disposing) { }
/// <summary>Destruct the instance.</summary>
~Mod()
{
this.Dispose(false);
}
}
}
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