Example #1
0
        public static HookRegistry Get()
        {
            if (_instance == null)
            {
                _instance = new HookRegistry();
                // Initialise the assembly store.
                _instance.Init();

                // Setup all hook information.
                _instance.LoadRuntimeHooks();

                // Pre-load necessary library files.
                ReferenceLoader.Load();

                try
                {
                    // Test if this code is running within the Unity Engine
                    _instance.TestInGame();
                }
                catch (SecurityException)
                {
                    // Do nothing
                }
            }
            return(_instance);
        }
Example #2
0
 public static HookRegistry Get()
 {
     if (_instance == null)
     {
         _instance = new HookRegistry();
         _instance.LoadRuntimeHooks();
     }
     return(_instance);
 }
Example #3
0
		public static HookRegistry Get()
		{
			if (_instance == null)
			{
				_instance = new HookRegistry();
				_instance.LoadRuntimeHooks();
			}
			return _instance;
		}
Example #4
0
        public static HookRegistry Get(bool initDynamicCalls = true)
        {
            if (_instance == null)
            {
                _instance = new HookRegistry();
                // Initialise the assembly store.
                _instance.Init();

                // When loading assemblies, they are writelocked. By defering this initialisation we can still write to
                // all game assemblies while hooking.
                if (initDynamicCalls == true)
                {
                    // Load assembly data for dynamic calls
                    _instance.PrepareDynamicCalls();
                }
                // Setup all hook information
                _instance.LoadRuntimeHooks(initDynamicCalls);
            }
            return(_instance);
        }