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); }
public static HookRegistry Get() { if (_instance == null) { _instance = new HookRegistry(); _instance.LoadRuntimeHooks(); } return(_instance); }
public static HookRegistry Get() { if (_instance == null) { _instance = new HookRegistry(); _instance.LoadRuntimeHooks(); } return _instance; }
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); }