/// <summary>
 /// Starts foreign assemblies injection detection with specified callback containing string argument.<br/>
 /// Assembly name will be passed to the argument if possible. Otherwise another cause of the detection will be passed.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 public static void StartDetection(System.Action <string> callback)
 {
     GetOrCreateInstance.StartDetectionInternal(callback);
 }
 /// <summary>
 /// Starts all Obscured types cheating detection with specified callback.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 public static ObscuredCheatingDetector StartDetection(Action callback)
 {
     return(GetOrCreateInstance.StartDetectionInternal(callback));
 }
Example #3
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 /// <summary>
 /// Starts detection with specified callback using passed spawnPosition and maxFalsePositives.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 /// <param name="spawnPosition">World position of the service 3x3x3 container. Overrides #spawnPosition property.</param>
 /// <param name="maxFalsePositives">Amount of possible false positives in a row before registering detection. Overrides #maxFalsePositives property.</param>
 public static void StartDetection(Action callback, Vector3 spawnPosition, byte maxFalsePositives)
 {
     GetOrCreateInstance.StartDetectionInternal(callback, spawnPosition, maxFalsePositives);
 }
Example #4
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 /// <summary>
 /// Starts detection with specified callback using passed spawnPosition and maxFalsePositives.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 /// <param name="spawnPosition">World position of the service 3x3x3 container. Overrides #spawnPosition property.</param>
 /// <param name="maxFalsePositives">Amount of possible false positives in a row before registering detection. Overrides #maxFalsePositives property.</param>
 public static WallHackDetector StartDetection(Action callback, Vector3 spawnPosition, byte maxFalsePositives)
 {
     return(GetOrCreateInstance.StartDetectionInternal(callback, spawnPosition, maxFalsePositives));
 }
Example #5
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 /// <summary>
 /// Call to start current runtime code hash generation. Automatically adds instance to the scene if necessary.
 /// </summary>
 public static ICodeHashGenerator Generate()
 {
     return(GetOrCreateInstance.GenerateInternal());
 }
Example #6
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 /// <summary>
 /// Starts speed hack detection with specified callback using passed interval, maxFalsePositives and coolDown.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 /// <param name="interval">Time in seconds between speed hack checks. Overrides #interval property.</param>
 /// <param name="maxFalsePositives">Amount of possible false positives. Overrides #maxFalsePositives property.</param>
 /// <param name="coolDown">Amount of sequential successful checks before resetting false positives counter. Overrides #coolDown property.</param>
 public static SpeedHackDetector StartDetection(Action callback, float interval, byte maxFalsePositives, int coolDown)
 {
     return(GetOrCreateInstance.StartDetectionInternal(callback, interval, maxFalsePositives, coolDown));
 }
 /// <summary>
 /// Starts speed hack detection with specified callback using passed interval, maxFalsePositives and coolDown.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 /// <param name="interval">Time in seconds between speed hack checks. Overrides #interval property.</param>
 /// <param name="maxFalsePositives">Amount of possible false positives. Overrides #maxFalsePositives property.</param>
 /// <param name="coolDown">Amount of sequential successful checks before resetting false positives counter. Overrides #coolDown property.</param>
 public static void StartDetection(UnityAction callback, float interval, byte maxFalsePositives, int coolDown)
 {
     GetOrCreateInstance.StartDetectionInternal(callback, interval, maxFalsePositives, coolDown);
 }
Example #8
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 /// <summary>
 /// Starts detection with specified callback using passed interval.<br/>
 /// </summary>
 /// If you pass cheatCheckedCallback than make sure you have no filled Detection Event on detector instance in scene to avoid duplicate event calls.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="intervalMinutes">Time in minutes between checks. Overrides #interval property.</param>
 /// <param name="cheatCheckedEventHandler">Method to call after each cheat check. Pass null if you wish to use event, set in detector inspector.</param>
 public static TimeCheatingDetector StartDetection(float intervalMinutes, TimeCheatingDetectorEventHandler cheatCheckedEventHandler = null)
 {
     return(GetOrCreateInstance.StartDetectionInternal(intervalMinutes, cheatCheckedEventHandler));
 }
Example #9
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 /// <summary>
 /// Starts foreign assemblies injection detection with specified callback.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 public static void StartDetection(UnityAction callback)
 {
     GetOrCreateInstance.StartDetectionInternal(callback);
 }
Example #10
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 /// <summary>
 /// Call to add to the scene and force internal initialization. Gets called automatically when necessary if not initialized.
 /// </summary>
 /// Make sure to call it after you setup and run \ref CodeStage.AntiCheat.Detectors.SpeedHackDetector "SpeedHackDetector".
 public static void Init()
 {
     inited = GetOrCreateInstance.InitInternal();
 }
 /// <summary>
 /// Starts foreign assemblies injection detection with specified callback containing string argument.<br/>
 /// Assembly name will be passed to the argument if possible. Otherwise another cause of the detection will be passed.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 public static void StartDetection(UnityAction <string> callback)
 {
     GetOrCreateInstance.StartDetectionInternal(null, callback);
 }
Example #12
0
 /// <summary>
 /// Starts foreign assemblies injection detection with specified callback containing string argument.<br/>
 /// Assembly name will be passed to the argument if possible. Otherwise another cause of the detection will be passed.
 /// </summary>
 /// If you have detector in scene make sure it has empty Detection Event.<br/>
 /// Creates a new detector instance if it doesn't exists in scene.
 /// <param name="callback">Method to call after detection.</param>
 public static InjectionDetector StartDetection(InjectionDetectedEventHandler callback)
 {
     return(GetOrCreateInstance.StartDetectionInternal(callback));
 }