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Game.JsModLoader 成员列表

成员的完整列表,这些成员属于 Game.JsModLoader,包括所有继承而来的类成员

__ModInitialize()Game.ModLoadervirtual
AfterWidgetUpdate(Widget widget)Game.ModLoadervirtual
ApplyArmorProtection(ComponentClothing componentClothing, float attackPower, bool appliedByOtherMods, out bool Applied)Game.ModLoadervirtual
ApplyProtectionAfterClothes(ComponentClothing componentClothing, Attackment attackment, List< int > listAfterProtection, ref float attackPowerAfteProtection)Game.ModLoadervirtual
ApplyProtectionBeforeClothes(ComponentClothing componentClothing, Attackment attackment, ref float attackPowerAfteProtection)Game.ModLoadervirtual
AttackBody(ComponentBody target, ComponentCreature attacker, Vector3 hitPoint, Vector3 hitDirection, ref float attackPower, bool isMeleeAttack)Game.ModLoadervirtual
AttackPowerParameter(ComponentBody target, ComponentCreature attacker, Vector3 hitPoint, Vector3 hitDirection, ref float impulseFactor, ref float stunTimeFactor, ref bool recalculate)Game.ModLoadervirtual
BeforeGameLoading(PlayScreen playScreen, object item)Game.ModLoadervirtual
BeforeMinerPlace(ComponentMiner componentMiner, TerrainRaycastResult terrainRaycastResult, int x, int y, int z, BlockPlacementData placementData, out bool PlacementNotAllowed)Game.ModLoadervirtual
BeforeWidgetDrawItemRender(Widget.DrawItem drawItem, out bool skipVanillaDraw, out Action afterWidgetDraw, ref Rectangle scissorRectangle, Widget.DrawContext drawContext)Game.ModLoadervirtual
BeforeWidgetUpdate(Widget widget)Game.ModLoadervirtual
BlocksInitalized()Game.ModLoadervirtual
BodyCountInRaycast(ComponentBody componentBody, Ray3 ray, out bool skip)Game.ModLoadervirtual
CalculateCreatureInjuryAmount(Injury injury)Game.JsModLoadervirtual
CalculateExplosionPower(SubsystemExplosions subsystemExplosions, ref float explosionPower)Game.ModLoadervirtual
CalculateFallDamage(ComponentHealth componentHealth, ref float damage)Game.ModLoadervirtual
CalculateLighting(ref float brightness)Game.ModLoadervirtual
CalculateSmoothLight(SubsystemTerrain subsystemTerrain, Vector3 p, ref float num)Game.ModLoadervirtual
CallNearbyCreaturesHelp(ComponentHerdBehavior herdBehavior, ComponentCreature target, float maxRange, float maxChaseTime, bool isPersistent, out bool skipVanilla)Game.ModLoadervirtual
ChangeGameTimeDelta(SubsystemTime subsystemTime, ref float dt)Game.ModLoadervirtual
ChangeSkyColor(Color oldColor, Vector3 direction, float timeOfDay, int temperature)Game.ModLoadervirtual
ChangeVisualEffectOnInjury(ComponentHealth componentHealth, float lastHealth, ref float redScreenFactor, ref bool playPainSound, ref int healthBarFlashCount, ref float creatureModelRedFactor)Game.ModLoadervirtual
ChaseBehaviorScoreTarget(ComponentChaseBehavior chaseBehavior, ComponentCreature creatureToBeTarget, ref float score)Game.ModLoadervirtual
ClothingProcessSlotItems(ComponentPlayer componentPlayer, Block block, int slotIndex, int value, int count)Game.ModLoadervirtual
ClothingWidgetOpen(ComponentGui componentGui, ClothingWidget clothingWidget)Game.ModLoadervirtual
CompareModVersion(string currentVersion, string lastVersion)Game.ModLoadervirtual
CraftingRecipesManagerInitialize(List< CraftingRecipe > recipes, ref bool sort)Game.ModLoadervirtual
CraftingRecipesManagerInitialized()Game.ModLoadervirtual
DamageItem(Block block, int oldValue, int damageCount, Entity owner, out bool skipVanilla)Game.ModLoadervirtual
DeadBeforeDrops(ComponentHealth componentHealth, ref KillParticleSystem killParticleSystem, ref bool dropAllItems)Game.ModLoadervirtual
DecideArmorProtectionSequence(ComponentClothing componentClothing, Attackment attackment, float randomNumber, List< int > clothesList)Game.ModLoadervirtual
DecideLoot(ComponentLoot componentLoot, List< BlockDropValue > dropValues)Game.ModLoadervirtual
DecodeIngredient(string ingredient, out string craftingId, out int? data, out bool Decoded)Game.ModLoadervirtual
DecodeResult(string result, out bool Decoded)Game.ModLoadervirtual
DispenserChooseItemToDispense(ComponentDispenser componentDispenser, ref int slot, ref int value, out bool chosen)Game.ModLoadervirtual
DrawToScreen(ViewWidget viewWidget, Widget.DrawContext dc)Game.ModLoadervirtual
EditBlockDescriptionScreen(Dictionary< string, string > blockProperties)Game.ModLoadervirtual
EditRecipeScreenWidget(RecipaediaRecipesScreen screen)Game.ModLoadervirtual
EntityGame.ModLoader
EntityComponentsInitialized(Entity entity, List< KeyValuePair< int, Component > > componentList)Game.ModLoadervirtual
FindCoarseSpawnPosition(ITerrainContentsGenerator terrainContentsGenerator, ref Vector3 spawnPosition)Game.ModLoadervirtual
FindHerdCenter(ComponentCreature componentCreature, out Vector3? herdCenter, out bool skipVanilla)Game.ModLoadervirtual
GenerateChunkLightSources(DynamicArray< TerrainUpdater.LightSource > lightSources, TerrainChunk chunk)Game.ModLoadervirtual
GenerateChunkVertices(TerrainChunk chunk, bool even)Game.ModLoadervirtual
GetMaxInstancesCount()Game.ModLoadervirtual
GetModFile(string filename, Action< Stream > stream, out bool skip, out bool fileFound)Game.ModLoadervirtual
GetModFiles(string extension, Action< string, Stream > action, out bool skip)Game.ModLoadervirtual
GrowPlant(SubsystemPlantBlockBehavior subsystemPlantBlockBehavior, int x, int y, int z, int pollPass, out bool skipVanilla)Game.ModLoadervirtual
GuiDraw(ComponentGui componentGui, Camera camera, int drawOrder)Game.ModLoadervirtual
GuiUpdate(ComponentGui componentGui)Game.ModLoadervirtual
HandleInventoryDragMove(InventorySlotWidget inventorySlotWidget, IInventory sourceInventory, int sourceSlotIndex, IInventory targetInventory, int targetSlotIndex, bool skippedByOtherMods, out bool skip)Game.ModLoadervirtual
HandleInventoryDragProcess(InventorySlotWidget inventorySlotWidget, IInventory sourceInventory, int sourceSlotIndex, IInventory targetInventory, int targetSlotIndex, ref int ProcessCapacity)Game.ModLoadervirtual
HandleMoveInventoryItem(InventorySlotWidget inventorySlotWidget, IInventory sourceInventory, int sourceSlotIndex, IInventory targetInventory, int targetSlotIndex, ref int count, out bool moved)Game.ModLoadervirtual
InitializeClothingSlots()Game.ModLoadervirtual
InitializeCreatureTypes(SubsystemCreatureSpawn spawn, List< SubsystemCreatureSpawn.CreatureType > creatureTypes)Game.ModLoadervirtual
InventorySlotWidgetMeasureOverride(InventorySlotWidget inventorySlotWidget, Vector2 parentAvailableSize)Game.ModLoadervirtual
LoadCreatureInfoInBestiaryScreen(BestiaryScreen bestiaryScreen, ContainerWidget creatureInfoWidget, BestiaryCreatureInfo bestiaryCreatureInfo, ValuesDictionary entityValuesDictionary)Game.ModLoadervirtual
LoadSettings(XElement xElement)Game.ModLoadervirtual
LoadWorldInfoWidget(WorldInfo worldInfo, XElement savedWorldItemNode, ref ContainerWidget worldInfoWidget)Game.ModLoadervirtual
MatchRecipe(string[] requiredIngredients, string[] actualIngredient, out bool Matched)Game.ModLoadervirtual
MenuPlayMusic(out string ContentMusicPath)Game.ModLoadervirtual
ModDispose()Game.ModLoadervirtual
ModelShaderParameter(Shader shader, Camera camera, List< SubsystemModelsRenderer.ModelData > modelsData, float? alphaThreshold)Game.ModLoadervirtual
OnBlockDug(ComponentMiner componentMiner, BlockPlacementData digValue, int cellValue, ref int DurabilityReduction, ref bool mute, ref int PlayerDataDugAdd)Game.ModLoadervirtual
OnBlockExploded(SubsystemTerrain subsystemTerrain, int x, int y, int z, int value)Game.ModLoadervirtual
OnCameraChange(ComponentPlayer m_componentPlayer, ComponentGui componentGui)Game.ModLoadervirtual
OnCapture()Game.ModLoadervirtual
OnChaseBehaviorAttacked(ComponentChaseBehavior componentChaseBehavior, float chaseTimeBefore, ref float chaseTime, ref bool hitBody, ref bool playAttackSound)Game.ModLoadervirtual
OnChaseBehaviorAttackFailed(ComponentChaseBehavior componentChaseBehavior, ref float chaseTime)Game.ModLoadervirtual
OnChaseBehaviorStartChasing(ComponentChaseBehavior chaseBehavior)Game.ModLoadervirtual
OnChaseBehaviorStopChasing(ComponentChaseBehavior chaseBehavior)Game.ModLoadervirtual
OnComponentBodyExploded(ComponentBody componentBody, ref Injury explosionInjury, ref Vector3 Impulse, ref bool SetOnFire, ref float Fluctuation)Game.ModLoadervirtual
OnComponentBodyExplodedStart(ComponentBody componentBody, Vector3 explosionCenter, float explosionPressure, ref float shakeStrength)Game.ModLoadervirtual
OnComponentLocomotionLoaded(ComponentLocomotion componentLocomotion, ref float mobWalkSpeedFactor, ref float mobFlySpeedFactor, ref float mobSwimSpeedFactor, ref bool disableCreativeFlyInSurvivalMode)Game.ModLoadervirtual
OnCraftingRecipeDecode(List< CraftingRecipe > m_recipes, XElement element, out bool Decoded)Game.ModLoadervirtual
OnCreatureDied(ComponentHealth componentHealth, Injury injury, ref int experienceOrbDrop, ref bool CalculateInKill)Game.ModLoadervirtual
OnCreatureDying(ComponentHealth componentHealth, Injury injury)Game.ModLoadervirtual
OnCreatureInjure(ComponentHealth componentHealth, float amount, ComponentCreature attacker, bool ignoreInvulnerability, string cause, out bool Skip)Game.ModLoadervirtual
OnCreatureSpiked(ComponentHealth componentHealth, SubsystemBlockBehavior spikeBlockBehavior, CellFace cellFace, float velocity, ref Injury blockInjury)Game.ModLoadervirtual
OnDespawned(Entity entity, ComponentSpawn componentSpawn)Game.ModLoadervirtual
OnDispenserDispensePickable(ComponentDispenser componentDispenser, ref Pickable pickable, ref int RemoveSlotCount)Game.ModLoadervirtual
OnDispenserShoot(ComponentDispenser componentDispenser, ref Projectile projectile, ref bool canDispensePickable, ref int RemoveSlotCount)Game.ModLoadervirtual
OnDrawItemAssigned(Widget.DrawContext drawContext)Game.ModLoadervirtual
OnEatPickable(ComponentEatPickableBehavior eatPickableBehavior, Pickable EatPickable, out bool Dealed)Game.ModLoadervirtual
OnEntityAdd(Entity entity)Game.ModLoadervirtual
OnEntityRemove(Entity entity)Game.ModLoadervirtual
OnFactorsGenerate(ComponentFactors componentFactors)Game.ModLoadervirtual
OnFactorsUpdate(ComponentFactors componentFactors, float dt)Game.ModLoadervirtual
OnFurnitureDesigned(FurnitureDesign furnitureDesign, bool designedFromExistingFurniture, ref int pickableCount, ref bool destroyDesignBlocks, ref int toolDamageCount)Game.ModLoadervirtual
OnIDrawableAdded(SubsystemDrawing subsystemDrawing, IDrawable drawable, bool skippedByOtherMods, out bool skip)Game.ModLoadervirtual
OnInventorySlotWidgetDefined(InventorySlotWidget inventorySlotWidget, out List< Widget > childrenWidgetsToAdd)Game.ModLoadervirtual
OnIUpdateableAddOrRemove(SubsystemUpdate subsystemUpdate, IUpdateable updateable, bool ToAdd1OrRemove0, bool skippedByOtherMods, out bool skip)Game.ModLoadervirtual
OnLevelUpdate(ComponentLevel level)Game.ModLoadervirtual
OnLightningStrike(SubsystemSky subsystemSky, ref Vector3 targetPosition, ref bool strike, ref float explosionPressure, ref bool setBodyOnFire)Game.ModLoadervirtual
OnLoadingFinished(List< System.Action > actions)Game.ModLoadervirtual
OnLoadingStart(List< System.Action > actions)Game.ModLoadervirtual
OnLocomotionStopped(ComponentLocomotion componentLocomotion, ref bool fallsOnDeathOrStun)Game.ModLoadervirtual
OnMainMenuScreenCreated(MainMenuScreen mainMenuScreen, StackPanelWidget leftBottomBar, StackPanelWidget rightBottomBar)Game.ModLoadervirtual
OnMainMenuScreenUpdate(MainMenuScreen mainMenuScreen, StackPanelWidget leftBottomBar, StackPanelWidget rightBottomBar)Game.ModLoadervirtual
OnMinerDig(ComponentMiner miner, TerrainRaycastResult raycastResult, ref float DigProgress, out bool Digged)Game.JsModLoadervirtual
OnMinerHit(ComponentMiner miner, ComponentBody componentBody, Vector3 hitPoint, Vector3 hitDirection, ref float attackPower, ref float playerProbability, ref float creatureProbability, out bool Hitted)Game.ModLoadervirtual
OnMinerHit2(ComponentMiner componentMiner, ComponentBody componentBody, Vector3 hitPoint, Vector3 hitDirection, ref int durabilityReduction, ref Attackment attackment)Game.ModLoadervirtual
OnMinerPlace(ComponentMiner miner, TerrainRaycastResult raycastResult, int x, int y, int z, int value, out bool Placed)Game.JsModLoadervirtual
OnModalPanelWidgetSet(ComponentGui gui, Widget Old, Widget New)Game.ModLoadervirtual
OnModelAnimate(ComponentCreatureModel componentCreatureModel, out bool Skip)Game.ModLoadervirtual
OnModelRendererDrawExtra(SubsystemModelsRenderer modelsRenderer, SubsystemModelsRenderer.ModelData modelData, Camera camera, float? alphaThreshold)Game.ModLoadervirtual
OnMovingBlockSetAdded(ref SubsystemMovingBlocks.MovingBlockSet movingBlockSet, SubsystemMovingBlocks subsystemMovingBlocks, ref bool testCollision, out bool doNotAdd)Game.ModLoadervirtual
OnMovingBlockSetRemoved(IMovingBlockSet movingBlockSet, SubsystemMovingBlocks subsystemMovingBlocks)Game.ModLoadervirtual
OnMovingBlockSetUpdate(IMovingBlockSet movingBlockSet, SubsystemMovingBlocks subsystemMovingBlocks, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPickableAdded(SubsystemPickables subsystemPickables, ref Pickable pickable, ValuesDictionary loadValuesDictionary)Game.ModLoadervirtual
OnPickableDraw(Pickable pickable, SubsystemPickables subsystemPickables, Camera camera, int drawOrder, ref bool shouldDrawBlock, ref float drawBlockSize, ref Color drawBlockColor)Game.ModLoadervirtual
OnPlayerControlBoat(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPlayerControlOtherMount(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPlayerControlSteed(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPlayerControlWalk(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPlayerDead(PlayerData playerData)Game.JsModLoadervirtual
OnPlayerInputDrop(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPlayerInputHit(ComponentPlayer componentPlayer, ref bool playerOperated, ref double timeIntervalHit, ref float meleeAttackRange, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
OnPlayerInputInteract(ComponentPlayer componentPlayer, ref bool playerOperated, ref double timeIntervalLastActionTime, ref int priorityUse, ref int priorityInteract, ref int priorityPlace)Game.ModLoadervirtual
OnPlayerModelWidgetMeasureOverride(PlayerModelWidget playerModelWidget)Game.ModLoadervirtual
OnPlayerSpawned(PlayerData.SpawnMode spawnMode, ComponentPlayer componentPlayer, Vector3 position)Game.JsModLoadervirtual
OnProjectDisposed()Game.JsModLoadervirtual
OnProjectileAdded(SubsystemProjectiles subsystemProjectiles, ref Projectile projectile, ValuesDictionary loadValuesDictionary)Game.ModLoadervirtual
OnProjectileDraw(Projectile projectile, SubsystemProjectiles subsystemProjectiles, Camera camera, int drawOrder, ref bool shouldDrawBlock, ref float drawBlockSize, ref Color drawBlockColor)Game.ModLoadervirtual
OnProjectileFlyOutOfLoadedChunks(Projectile projectile)Game.ModLoadervirtual
OnProjectileHitBody(Projectile projectile, BodyRaycastResult bodyRaycastResult, ref Attackment attackment, ref Vector3 velocityAfterAttack, ref Vector3 angularVelocityAfterAttack, ref bool ignoreBody)Game.ModLoadervirtual
OnProjectileHitTerrain(Projectile projectile, TerrainRaycastResult terrainRaycastResult, ref bool triggerBlocksBehavior, ref bool destroyCell, ref float impactSoundLoudness, ref bool projectileGetStuck, ref Vector3 velocityAfterHit, ref Vector3 angularVelocityAfterHit)Game.ModLoadervirtual
OnProjectileTurnIntoPickable(Projectile projectile, ref Pickable pickable)Game.ModLoadervirtual
OnProjectLoaded(Project project)Game.JsModLoadervirtual
OnProjectXmlSaved(XElement xElement)Game.ModLoadervirtual
OnReadSpawnData(Entity entity, SpawnEntityData spawnEntityData)Game.ModLoadervirtual
OnSaveSpawnData(ComponentSpawn spawn, SpawnEntityData spawnEntityData)Game.ModLoadervirtual
OnScreenEntered(Screen screen, object[] screenParameters)Game.ModLoadervirtual
OnScreenLeaved(Screen screen)Game.ModLoadervirtual
OnSetModel(ComponentModel componentModel, Model model, out bool IsSet)Game.ModLoadervirtual
OnTerrainBrushesCreated()Game.ModLoadervirtual
OnTerrainContentsGenerated(TerrainChunk chunk)Game.ModLoadervirtual
OnTreasureGenerate(SubsystemTerrain subsystemTerrain, int x, int y, int z, int neighborX, int neighborY, int neighborZ, ref int BlockValue, ref int Count, out bool IsGenerate)Game.ModLoadervirtual
OnWidgetConstruct(ref Widget widget)Game.ModLoadervirtual
OnXdbLoad(XElement xElement)Game.ModLoadervirtual
PlayInGameMusic()Game.ModLoadervirtual
PrepareModels(SubsystemModelsRenderer subsystemModelsRenderer, Camera camera, bool skippedByOtherMods, out bool skip)Game.ModLoadervirtual
ProcessAttackment(Attackment attackment)Game.JsModLoadervirtual
ProjectBeforeSubsystemsAndEntitiesLoad(Project project)Game.ModLoadervirtual
ProjectXmlLoad(XElement xElement)Game.ModLoadervirtual
ProjectXmlSave(XElement xElement)Game.ModLoadervirtual
RenderModels(SubsystemModelsRenderer subsystemModelsRenderer, Camera camera, int drawOrder, bool skippedByOtherMods, out bool skip)Game.ModLoadervirtual
ResetOptionsForNonCreativeMode(WorldSettings worldSettings, EnvironmentBehaviorMode environmentBehaviorModeBefore, TimeOfDayMode timeOfDayModeBefore, bool areWeatherEffectsEnabledBefore, bool areSurvivalMechanicsEnabledBefore)Game.ModLoadervirtual
SavePickable(SubsystemPickables subsystemPickables, Pickable pickable, ref ValuesDictionary valuesDictionary)Game.ModLoadervirtual
SaveProjectile(SubsystemProjectiles subsystemProjectiles, Projectile projectile, ref ValuesDictionary valuesDictionary)Game.ModLoadervirtual
SaveSettings(XElement xElement)Game.ModLoadervirtual
ScoreMount(ComponentRider componentRider, ComponentMount componentMount, out float? score)Game.ModLoadervirtual
SetClothes(ComponentClothing componentClothing, ClothingSlot slot, IEnumerable< int > clothes)Game.ModLoadervirtual
SetFurnitureDesignColor(FurnitureDesign design, Block block, int value, ref int FaceTextureSlot, ref Color Color)Game.ModLoadervirtual
SetHitInterval(ComponentMiner miner, ref double hitInterval)Game.ModLoadervirtual
SetHitValueParticleSystem(HitValueParticleSystem hitValueParticleSystem, Attackment attackment)Game.ModLoadervirtual
SetRainAndSnowColor(ref Color rainColor, ref Color snowColor)Game.ModLoadervirtual
SetShaderParameter(Shader shader, Camera camera)Game.ModLoadervirtual
SkyDrawExtra(SubsystemSky subsystemSky, Camera camera)Game.ModLoadervirtual
SpawnEntity(SubsystemSpawn spawn, Entity entity, SpawnEntityData spawnEntityData, out bool Spawned)Game.ModLoadervirtual
SubsystemUpdate(float dt)Game.ModLoadervirtual
TerrainChangeCell(SubsystemTerrain subsystemTerrain, int x, int y, int z, int value, out bool Skip)Game.ModLoadervirtual
TerrainContentsGenerator23Initialize(ITerrainContentsGenerator terrainContentsGenerator, SubsystemTerrain subsystemTerrain)Game.ModLoadervirtual
TerrainContentsGenerator24Initialize(ITerrainContentsGenerator terrainContentsGenerator, SubsystemTerrain subsystemTerrain)Game.ModLoadervirtual
ToAllocateChunks(TerrainUpdater terrainUpdater, TerrainUpdater.UpdateLocation[] locations)Game.ModLoadervirtual
ToFreeChunks(TerrainUpdater terrainUpdater, TerrainChunk chunk, out bool KeepWorking)Game.ModLoadervirtual
UpdateChaseBehaviorChasing(ComponentChaseBehavior chaseBehavior)Game.ModLoadervirtual
UpdateChaseBehaviorLookingForTarget(ComponentChaseBehavior chaseBehavior)Game.ModLoadervirtual
UpdateComponentBody(ComponentBody componentBody, float dt, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
UpdateCreaturePropertiesInBestiaryDescriptionScreen(BestiaryDescriptionScreen bestiaryDescriptionScreen, BestiaryCreatureInfo bestiaryCreatureInfo, ValuesDictionary entityValuesDictionary)Game.ModLoadervirtual
UpdateDeathCameraWidget(PlayerData playerData, ref bool disableVanillaTapToRespawnAction, ref bool respawn)Game.ModLoadervirtual
UpdateInput(ComponentInput componentInput, WidgetInput widgetInput)Game.ModLoadervirtual
UpdatePlayerInputAim(ComponentPlayer componentPlayer, bool aiming, ref bool playerOperated, ref float timeIntervalAim, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
UpdatePlayerInputDig(ComponentPlayer componentPlayer, bool digging, ref bool playerOperated, ref double timeIntervalDig, bool skippedByOtherMods, out bool skipVanilla)Game.ModLoadervirtual
ViewFogColor(float ViewUnderWaterDepth, float ViewUnderMagmaDepth, ref Color viewFogColor)Game.ModLoadervirtual
WindowModeChanged(WindowMode mode)Game.ModLoadervirtual