/// <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)); }
/// <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); }
/// <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); }
/// <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)); }
/// <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 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)); }
/// <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); }
/// <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); }
/// <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)); }