mirror of
https://github.com/Jacobwasbeast/LegacyWeaveLoader.git
synced 2026-05-22 05:34:36 +00:00
Rename across entire codebase: - LegacyForge -> WeaveLoader (identifiers, namespaces, classes, DLLs) - LegacyForgeRuntime -> WeaveLoaderRuntime (C++ project) - LegacyForge.API/Core/Launcher -> WeaveLoader.API/Core/Launcher (C# projects) - [LegacyForge] -> [WeaveLoader] (log prefixes) - legacyforge -> weaveloader (config files, log files, backup suffixes) - Display name "Weave Loader" in README, CONTRIBUTING, LICENSE
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
namespace WeaveLoader.API;
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/// <summary>
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/// The main interface all WeaveLoader mods must implement.
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/// Default interface methods allow mods to only override what they need.
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/// </summary>
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public interface IMod
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{
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/// <summary>
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/// Called before vanilla registries are populated.
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/// Use for very early setup that must happen before any game content loads.
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/// </summary>
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void OnPreInit() { }
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/// <summary>
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/// Called after vanilla registries are populated.
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/// This is the main initialization point -- register your blocks, items,
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/// entities, recipes, and event handlers here.
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/// </summary>
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void OnInitialize();
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/// <summary>
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/// Called after the game client has finished its own initialization.
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/// Use for client-side setup like custom renderers or UI.
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/// </summary>
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void OnPostInitialize() { }
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/// <summary>
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/// Called once per game tick (20 times per second).
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/// Use for ongoing mod logic.
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/// </summary>
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void OnTick() { }
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/// <summary>
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/// Called when the game is shutting down.
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/// Use for cleanup and saving mod state.
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/// </summary>
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void OnShutdown() { }
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}
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