34 lines
2.1 KiB
C#
34 lines
2.1 KiB
C#
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using Glamourer.Api.Enums;
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namespace Glamourer.Api.Api;
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/// <summary> All functions related to Glamourer designs. </summary>
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public interface IGlamourerApiDesigns
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{
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/// <summary> Obtain a list of all available designs. </summary>
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/// <returns> A dictionary of all designs from their GUID to their current display name. </returns>
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public Dictionary<Guid, string> GetDesignList();
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/// <summary> Apply an existing design to an actor. </summary>
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/// <param name="designId"> The GUID of the design to apply. </param>
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/// <param name="objectIndex"> The game object index of the actor to be manipulated. </param>
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/// <param name="key"> A key to unlock or lock the state if necessary. </param>
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/// <param name="flags"> The flags used for the reversion. Respects Once, Equipment, Customization, Lock (see <see cref="ApplyFlag"/>.)</param>
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/// <returns> DesignNotFound, ActorNotFound, InvalidKey, Success. </returns>
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public GlamourerApiEc ApplyDesign(Guid designId, int objectIndex, uint key, ApplyFlag flags);
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/// <summary> Apply an existing design to an actor. </summary>
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/// <param name="designId"> The GUID of the design to apply. </param>
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/// <param name="playerName"> The name of the players to be manipulated. </param>
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/// <param name="key"> A key to unlock or lock the state if necessary. </param>
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/// <param name="flags"> The flags used for the reversion. Respects Once, Equipment, Customization, Lock (see <see cref="ApplyFlag"/>.)</param>
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/// <returns> DesignNotFound, ActorNotFound, InvalidKey, Success. </returns>
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/// /// <remarks>
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/// The player does not have to be currently available as long as he has a persisted Glamourer state.<br/>
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/// Only players are checked for name equality, no NPCs.<br/>
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/// If multiple players of the same name are found, all of them are reverted.<br/>
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/// Prefer to use the index-based function unless you need to get the state of someone currently unavailable.
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/// </remarks>
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public GlamourerApiEc ApplyDesignName(Guid designId, string playerName, uint key, ApplyFlag flags);
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}
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