/// <summary>
 /// A simple constructor that initializes the object with its dependencies.
 /// </summary>
 public VirtualConfigFixTask(List <string> p_lstConfigFilePath, ModManager p_mmgModManager, IVirtualModActivator p_vmaVirtualModActivator, IModProfile p_mprProfile)
 {
     ConfigFilePaths     = p_lstConfigFilePath;
     ModProfile          = p_mprProfile;
     ModManager          = p_mmgModManager;
     VirtualModActivator = p_vmaVirtualModActivator;
 }
Ejemplo n.º 2
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 /// <summary>
 /// A simple constructor that initializes the object with its dependencies.
 /// </summary>
 /// <param name="pluginManager">The current <see cref="IPluginManager"/>.</param>
 /// <param name="virtualModActivator">The <see cref="IVirtualModActivator"/></param>
 /// <param name="mod">The mod.</param>
 /// <param name="disable">Whether or not we're disabling the given mod.</param>
 /// <param name="confirmActionMethod">The delegate to call to confirm an action.</param>
 public LinkActivationTask(IPluginManager pluginManager, IVirtualModActivator virtualModActivator, IMod mod, bool disable, ConfirmActionMethod confirmActionMethod)
 {
     PluginManager       = pluginManager;
     VirtualModActivator = virtualModActivator;
     Mod                 = mod;
     Disabling           = disable;
     ConfirmActionMethod = confirmActionMethod;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given dependencies.
 /// </summary>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_gmdGameModeInfo">The descriptor of the current game mode.</param>
 public VirtualDirectoriesControlVM(IEnvironmentInfo p_eifEnvironmentInfo, IGameModeDescriptor p_gmdGameModeInfo, IVirtualModActivator p_ivaVirtualActivator)
 {
     EnvironmentInfo          = p_eifEnvironmentInfo;
     GameModeDescriptor       = p_gmdGameModeInfo;
     VirtualActivator         = p_ivaVirtualActivator;
     Errors                   = new ErrorContainer();
     m_booUseAdditionalChecks = true;
 }
 /// <summary>
 /// A simple constructor that initializes the object with the required dependencies.
 /// </summary>
 /// <param name="p_modMod">The mod for which the script is running.</param>
 /// <param name="p_gmdGameMode">The game mode currently being managed.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 public XmlScriptInstaller(IMod p_modMod, IGameMode p_gmdGameMode, InstallerGroup p_igpInstallers, IVirtualModActivator p_ivaVirtualModActivator)
 {
     Mod        = p_modMod;
     GameMode   = p_gmdGameMode;
     Installers = p_igpInstallers;
     m_ivaVirtualModActivator = p_ivaVirtualModActivator;
     m_mliModLinkInstaller    = m_ivaVirtualModActivator.GetModLinkInstaller();
 }
 /// <summary>
 /// A simple constructor that initializes the object with the required dependencies.
 /// </summary>
 /// <param name="p_modMod">The mod for which the script is running.</param>
 /// <param name="p_gmdGameMode">The game mode currently being managed.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
 public XmlScriptExecutor(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext)
 {
     m_scxSyncContext = p_scxUIContext;
     Mod                      = p_modMod;
     GameMode                 = p_gmdGameMode;
     EnvironmentInfo          = p_eifEnvironmentInfo;
     Installers               = p_igpInstallers;
     m_ivaVirtualModActivator = p_ivaVirtualModActivator;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_ilgModInstallLog">The install log that tracks mod install info
 /// for the current game mode</param>
 /// <param name="p_gmdGameMode">The the current game mode.</param>
 /// <param name="p_rolActiveMods">The list of active mods.</param>
 public BasicUninstallTask(IMod p_modMod, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, IInstallLog p_ilgModInstallLog, IGameMode p_gmdGameMode, ReadOnlyObservableList <IMod> p_rolActiveMods)
 {
     Mod = p_modMod;
     VirtualModActivator = p_ivaVirtualModActivator;
     Installers          = p_igpInstallers;
     ModInstallLog       = p_ilgModInstallLog;
     GameMode            = p_gmdGameMode;
     ActiveMods          = p_rolActiveMods;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with its dependencies.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_ilgInstallLog">The install log to use to log file installations.</param>
 /// <param name="p_tfmFileManager">The transactional file manager to use to interact with the file system.</param>
 /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param>
 public IniInstaller(IMod p_modMod, IInstallLog p_ilgInstallLog, IVirtualModActivator p_ivaVirtualModActivator, TxFileManager p_tfmFileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate)
 {
     TouchedFiles                       = new Set <string>(StringComparer.OrdinalIgnoreCase);
     Mod                                = p_modMod;
     InstallLog                         = p_ilgInstallLog;
     VirtualModActivator                = p_ivaVirtualModActivator;
     TransactionalFileManager           = p_tfmFileManager;
     m_dlgOverwriteConfirmationDelegate = p_dlgOverwriteConfirmationDelegate ?? ((s, b, m) => OverwriteResult.No);
 }
 /// <summary>
 /// A simple constructor that initializes the factory with the required dependencies.
 /// </summary>
 /// <param name="p_gmdGameMode">The game mode for which the created installer will be installing mods.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_futFileUtility">The file utility class.</param>
 /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
 /// <param name="p_ilgInstallLog">The install log that tracks mod install info
 /// for the current game mode.</param>
 /// <param name="p_pmgPluginManager">The plugin manager to use to work with plugins.</param>
 public ModInstallerFactory(IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, FileUtil p_futFileUtility, SynchronizationContext p_scxUIContext, IInstallLog p_ilgInstallLog, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator)
 {
     m_gmdGameMode            = p_gmdGameMode;
     m_eifEnvironmentInfo     = p_eifEnvironmentInfo;
     m_futFileUtility         = p_futFileUtility;
     m_scxUIContext           = p_scxUIContext;
     m_ilgInstallLog          = p_ilgInstallLog;
     m_pmgPluginManager       = p_pmgPluginManager;
     m_ivaVirtualModActivator = p_ivaVirtualModActivator;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_gmdGameMode">The current game mode.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_ilgModInstallLog">The install log that tracks mod install info
 /// for the current game mode</param>
 /// <param name="p_pmgPluginManager">The plugin manager.</param>
 /// <param name="p_rolActiveMods">The list of active mods.</param>
 public ModUninstaller(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, ReadOnlyObservableList <IMod> p_rolActiveMods)
 {
     Mod                 = p_modMod;
     GameMode            = p_gmdGameMode;
     EnvironmentInfo     = p_eifEnvironmentInfo;
     ModInstallLog       = p_ilgModInstallLog;
     PluginManager       = p_pmgPluginManager;
     ActiveMods          = p_rolActiveMods;
     VirtualModActivator = p_ivaVirtualModActivator;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod for which the script is running.</param>
 /// <param name="p_gmdGameMode">The game mode currently being managed.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_uipUIProxy">The UI manager to use to interact with UI elements.</param>
 public ScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, UIUtil p_uipUIProxy)
 {
     Mod                 = p_modMod;
     GameMode            = p_gmdGameMode;
     EnvironmentInfo     = p_eifEnvironmentInfo;
     Installers          = p_igpInstallers;
     UIManager           = p_uipUIProxy;
     VirtualModActivator = p_ivaVirtualModActivator;
     ModLinkInstaller    = VirtualModActivator.GetModLinkInstaller();
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_gmdGameMode">The the current game mode.</param>
 /// <param name="p_mfiFileInstaller">The file installer to use.</param>
 /// <param name="p_pmgPluginManager">The plugin manager.</param>
 /// <param name="p_booSkipReadme">Whether to skip the installation of readme files.</param>
 /// <param name="p_rolActiveMods">The list of active mods.</param>
 /// <param name="p_lstInstallFiles">The list of specific files to install, if null the mod will be installed as usual.</param>
 public BasicInstallTask(IMod p_modMod, IGameMode p_gmdGameMode, IModFileInstaller p_mfiFileInstaller, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator, bool p_booSkipReadme, ReadOnlyObservableList <IMod> p_rolActiveMods, List <KeyValuePair <string, string> > p_dicInstallFiles)
 {
     Mod                 = p_modMod;
     GameMode            = p_gmdGameMode;
     FileInstaller       = p_mfiFileInstaller;
     PluginManager       = p_pmgPluginManager;
     VirtualModActivator = p_ivaVirtualModActivator;
     SkipReadme          = p_booSkipReadme;
     ActiveMods          = p_rolActiveMods;
     FilesToInstall      = p_dicInstallFiles;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_gmdGameMode">The current game mode.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_futFileUtility">The file utility class.</param>
 /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
 /// <param name="p_ilgModInstallLog">The install log that tracks mod install info
 /// for the current game mode</param>
 /// <param name="p_pmgPluginManager">The plugin manager.</param>
 /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param>
 /// <param name="p_rolActiveMods">The list of active mods.</param>
 public ModInstaller(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, FileUtil p_futFileUtility, SynchronizationContext p_scxUIContext, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator, IProfileManager p_prmProfileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate, ReadOnlyObservableList <IMod> p_rolActiveMods)
 {
     Mod                 = p_modMod;
     GameMode            = p_gmdGameMode;
     EnvironmentInfo     = p_eifEnvironmentInfo;
     FileUtility         = p_futFileUtility;
     UIContext           = p_scxUIContext;
     ModInstallLog       = p_ilgModInstallLog;
     PluginManager       = p_pmgPluginManager;
     VirtualModActivator = p_ivaVirtualModActivator;
     ProfileManager      = p_prmProfileManager;
     m_dlgOverwriteConfirmationDelegate = p_dlgOverwriteConfirmationDelegate;
     ActiveMods = p_rolActiveMods;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with its dependencies.
 /// </summary>
 /// <param name="p_strModInstallDirectory">The path of the directory where all of the mods are installed.</param>
 /// <param name="p_strCategoryPath">The path from which to load the categories.</param>
 public ProfileManager(IVirtualModActivator p_ivaVirtualModActivator, ModManager p_mmgModManager, string p_strModInstallDirectory, bool p_booUsesPlugin)
 {
     VirtualModActivator = p_ivaVirtualModActivator;
     ModManager          = p_mmgModManager;
     VirtualModActivator.ModActivationChanged += new EventHandler(VirtualModActivator_ModActivationChanged);
     ModManager.ActiveMods.CollectionChanged  += new NotifyCollectionChangedEventHandler(ActiveMods_CollectionChanged);
     m_strProfileManagerPath       = Path.Combine(p_strModInstallDirectory, PROFILE_FOLDER);
     m_strProfileManagerConfigPath = Path.Combine(m_strProfileManagerPath, PROFILE_FILE);
     m_booUsesPlugin = p_booUsesPlugin;
     Initialize();
     if (!Initialized)
     {
         Setup();
     }
 }
 /// <summary>
 /// A simple constructor that initialies the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod for which the script is running.</param>
 /// <param name="p_gmdGameMode">The game mode currently being managed.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_bamBsaManager">The manager to use to work with BSA files.</param>
 /// <param name="p_uipUIProxy">The UI manager to use to interact with UI elements.</param>
 public FalloutNVCSharpScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, BsaManager p_bamBsaManager, UIUtil p_uipUIProxy)
     : base(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_bamBsaManager, p_uipUIProxy)
 {
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modOldMod">The mod from which to upgrade.</param>
 /// <param name="p_modNewMod">The mod to which to upgrade.</param>
 /// <param name="p_gmdGameMode">The current game mode.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_futFileUtility">The file utility class.</param>
 /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
 /// <param name="p_ilgModInstallLog">The install log that tracks mod install info
 /// for the current game mode</param>
 /// <param name="p_pmgPluginManager">The plugin manager.</param>
 /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param>
 public ModUpgrader(IMod p_modOldMod, IMod p_modNewMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, FileUtil p_futFileUtility, SynchronizationContext p_scxUIContext, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator, IProfileManager p_ipmProfileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate)
     : base(p_modNewMod, p_gmdGameMode, p_eifEnvironmentInfo, p_futFileUtility, p_scxUIContext, p_ilgModInstallLog, p_pmgPluginManager, p_ivaVirtualModActivator, p_ipmProfileManager, p_dlgOverwriteConfirmationDelegate, null)
 {
     OldMod = p_modOldMod;
 }
 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_gmdGameModeInfo">The descriptor for the game mode being set up.</param>
 public VirtualDirectoriesSetupVM(IEnvironmentInfo p_eifEnvironmentInfo, IGameModeDescriptor p_gmdGameModeInfo, IVirtualModActivator p_ivaVirtualActivator)
 {
     EnvironmentInfo             = p_eifEnvironmentInfo;
     GameModeDescriptor          = p_gmdGameModeInfo;
     VirtualDirectoriesControlVM = new VirtualDirectoriesControlVM(p_eifEnvironmentInfo, p_gmdGameModeInfo, p_ivaVirtualActivator);
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_gmdGameMode">The current game mode.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_ilgModInstallLog">The install log that tracks mod install info
 /// for the current game mode</param>
 /// <param name="p_pmgPluginManager">The plugin manager.</param>
 /// <param name="p_rolActiveMods">The list of active mods.</param>
 public ModDeleter(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, ReadOnlyObservableList <IMod> p_rolActiveMods)
     : base(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_ilgModInstallLog, p_pmgPluginManager, p_rolActiveMods)
 {
 }
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 /// <summary>
 /// Creates an executor that can run the script type.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
 /// <returns>An executor that can run the script type.</returns>
 public IScriptExecutor CreateExecutor(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext)
 {
     return(new XmlScriptExecutor(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_scxUIContext));
 }
Ejemplo n.º 19
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 /// <summary>
 /// Returns a proxy that implements the functions available to Mod Script scripts.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
 /// <returns>A proxy that implements the functions available to Mod Script scripts.</returns>
 protected virtual ModScriptFunctionProxy GetScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext)
 {
     return(new ModScriptFunctionProxy(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, new ModScriptUIUtil(p_gmdGameMode, p_eifEnvironmentInfo, p_scxUIContext)));
 }
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 public ModLinkInstaller(IVirtualModActivator virtualModActivator)
 {
     VirtualModActivator = (VirtualModActivator)virtualModActivator;
 }
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 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_modMod">The mod for which the script is running.</param>
 /// <param name="p_gmdGameMode">The game mode currently being managed.</param>
 /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
 /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
 /// <param name="p_uipUIProxy">The UI manager to use to interact with UI elements.</param>
 public OblivionModScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, ModScriptUIUtil p_uipUIProxy)
     : base(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_uipUIProxy)
 {
 }
Ejemplo n.º 22
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        /// <summary>
        /// Creates an executor that can run the script type.
        /// </summary>
        /// <param name="p_modMod">The mod being installed.</param>
        /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param>
        /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
        /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
        /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
        /// <returns>An executor that can run the script type.</returns>
        public IScriptExecutor CreateExecutor(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext)
        {
            ModScriptFunctionProxy msfFunctions = GetScriptFunctionProxy(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_scxUIContext);

            return(new ModScriptExecutor(p_gmdGameMode, p_eifEnvironmentInfo, msfFunctions, p_ivaVirtualModActivator.VirtualPath));
        }
Ejemplo n.º 23
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 public ModLinkInstaller(IVirtualModActivator p_ivaVirtualModActivator)
 {
     VirtualModActivator = (VirtualModActivator)p_ivaVirtualModActivator;
 }
        /// <summary>
        /// Returns a proxy that implements the functions available to C# scripts.
        /// </summary>
        /// <param name="p_modMod">The mod being installed.</param>
        /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param>
        /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param>
        /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param>
        /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param>
        /// <returns>A proxy that implements the functions available to C# scripts.</returns>
        protected override CSharpScriptFunctionProxy GetScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext)
        {
            BsaManager bmgBsaManager  = new BsaManager((SkyrimGameMode)p_gmdGameMode);
            UIUtil     uitUiUtilities = new UIUtil(p_gmdGameMode, p_eifEnvironmentInfo, p_scxUIContext);

            return(new SkyrimCSharpScriptFunctionProxy(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, bmgBsaManager, uitUiUtilities));
        }
Ejemplo n.º 25
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 /// <summary>
 /// A simple constructor that initializes the object with its dependencies.
 /// </summary>
 /// <param name="p_modMod">The mod being installed.</param>
 /// <param name="p_ilgInstallLog">The install log to use to log file installations.</param>
 /// <param name="p_tfmFileManager">The transactional file manager to use to interact with the file system.</param>
 /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param>
 public IniUpgradeInstaller(IMod p_modMod, IInstallLog p_ilgInstallLog, IVirtualModActivator p_ivaVirtualModActivator, TxFileManager p_tfmFileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate)
     : base(p_modMod, p_ilgInstallLog, p_ivaVirtualModActivator, p_tfmFileManager, p_dlgOverwriteConfirmationDelegate)
 {
     OriginallyInstalledEdits = new Set <IniEdit>();
     OriginallyInstalledEdits.AddRange(InstallLog.GetInstalledIniEdits(Mod));
 }