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string | GetLocalizedName (System.Globalization.CultureInfo culture) |
| Return the name for this plugin for the given culture. It is recommended to store the culture information to translate other strings, as this is the active UI language.
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System.Windows.Forms.UserControl | GetUI () |
| Return the UI control that will be shown for the plugin. The basic frame with closing functionality and simple author information is provided. This function will be called only once shortly after initializing the plugin, so design your UI in a way that it can be reused every time the plugin window opens.
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void | ReceiveCallbackInterface (ISquadManagerPluginCallback cb) |
| This function will be called only once shortly after initializing the plugin to provide the callback interface. This should be stored for future usage.
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bool | EventGlitchHappened (ISquadManagerCharacterInterface actor, bool critical, string context) |
| This function is called every time an actor throws a glitch. The string context should provide some additional information about the situation, where the glitch happened (e.g. a skill name or something like "healing"), but can be null if this information is not available. You should return TRUE if you want the plugin window to open (which is not guaranteed, though) or FALSE otherwise. If you don't want to handle glitches, just always return FALSE.
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bool | EventDamageSuffered (ISquadManagerCharacterInterface actor) |
| This function is called every time an actor's damage changes (i.e. does not completely dodge the attack or resist all the damage OR gets healed). You should return TRUE if you want the plugin window to open (which is not guaranteed, though) or FALSE otherwise. If you don't want to handle damage eventy, just always return FALSE.
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This function is called every time an actor's damage changes (i.e. does not completely dodge the attack or resist all the damage OR gets healed). You should return TRUE if you want the plugin window to open (which is not guaranteed, though) or FALSE otherwise. If you don't want to handle damage eventy, just always return FALSE.
- Parameters
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actor | The actor that suffered damage |
- Returns
- TRUE if you request the plugin window to open, FALSE otherwise
This function is called every time an actor throws a glitch. The string context should provide some additional information about the situation, where the glitch happened (e.g. a skill name or something like "healing"), but can be null if this information is not available. You should return TRUE if you want the plugin window to open (which is not guaranteed, though) or FALSE otherwise. If you don't want to handle glitches, just always return FALSE.
- Parameters
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actor | The actor that glitched |
critical | TRUE if the glitch was critical, FALSE otherwise |
context | Additional information to describe the context, in which the glitch happened, or null if no further information is available. |
- Returns
- TRUE if you request the plugin window to open, FALSE otherwise
string SquadManagerPluginInterfaces.ISquadManagerPlugin.GetLocalizedName |
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System.Globalization.CultureInfo |
culture | ) |
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Return the name for this plugin for the given culture. It is recommended to store the culture information to translate other strings, as this is the active UI language.
- Parameters
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culture | The current UI culture |
System.Windows.Forms.UserControl SquadManagerPluginInterfaces.ISquadManagerPlugin.GetUI |
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Return the UI control that will be shown for the plugin. The basic frame with closing functionality and simple author information is provided. This function will be called only once shortly after initializing the plugin, so design your UI in a way that it can be reused every time the plugin window opens.
- Returns
This function will be called only once shortly after initializing the plugin to provide the callback interface. This should be stored for future usage.
- Parameters
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cb | The interface object for all further funtionality |
The documentation for this interface was generated from the following file:
- C:/Users/Raffo/Documents/Visual Studio 2010/Projects/Shadowrun/SquadManagerPluginInterfaces/ISquadManagerPlugin.cs