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Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | Properties | Events | List of all members
CodeStage.AntiCheat.Detectors.ACTkDetectorBase Class Referenceabstract

Base class for all detectors. More...

Inheritance diagram for CodeStage.AntiCheat.Detectors.ACTkDetectorBase:
CodeStage.AntiCheat.Detectors.InjectionDetector CodeStage.AntiCheat.Detectors.ObscuredCheatingDetector CodeStage.AntiCheat.Detectors.SpeedHackDetector CodeStage.AntiCheat.Detectors.TimeCheatingDetector CodeStage.AntiCheat.Detectors.WallHackDetector

Public Attributes

bool autoStart = true
 Allows to start detector automatically. Otherwise, you'll need to call StartDetection() method to start it.
 
bool keepAlive = true
 Detector will survive new level (scene) load if checked. Otherwise it will be destroyed.
 
bool autoDispose = true
 Detector component will be automatically disposed after firing callback if enabled. Otherwise, it will just stop internal processes.
 

Protected Member Functions

virtual void OnDestroy ()
 
virtual bool Init (ACTkDetectorBase instance, string detectorName)
 
virtual void DisposeInternal ()
 
virtual bool DetectorHasCallbacks ()
 
virtual void StopDetectionInternal ()
 
virtual void PauseDetector ()
 
virtual bool ResumeDetector ()
 
abstract void StartDetectionAutomatically ()
 

Protected Attributes

UnityEvent detectionEvent
 
bool detectionEventHasListener
 
bool started
 
bool isRunning
 

Static Protected Attributes

const string ContainerName = "Anti-Cheat Toolkit Detectors"
 
const string MenuPath = "Code Stage/Anti-Cheat Toolkit/"
 
const string GameObjectMenuPath = "GameObject/Create Other/" + MenuPath
 
static GameObject detectorsContainer
 

Properties

bool IsRunning [get]
 Allows to check if detection is currently running.
 

Events

Action CheatDetected
 Subscribe to this event to get notified when cheat will be detected.
 

Detailed Description

Base class for all detectors.

Member Data Documentation

◆ autoDispose

bool CodeStage.AntiCheat.Detectors.ACTkDetectorBase.autoDispose = true

Detector component will be automatically disposed after firing callback if enabled. Otherwise, it will just stop internal processes.

On dispose Detector follows 2 rules:

  • if Game Object's name is "Anti-Cheat Toolkit Detectors": it will be automatically destroyed if no other Detectors left attached regardless of any other components or children;
  • if Game Object's name is NOT "Anti-Cheat Toolkit Detectors": it will be automatically destroyed only if it has neither other components nor children attached;

◆ autoStart

bool CodeStage.AntiCheat.Detectors.ACTkDetectorBase.autoStart = true

Allows to start detector automatically. Otherwise, you'll need to call StartDetection() method to start it.

Useful in conjunction with proper Detection Event configuration in the inspector. Allows to use detector without writing any code except the actual reaction on cheating.

◆ keepAlive

bool CodeStage.AntiCheat.Detectors.ACTkDetectorBase.keepAlive = true

Detector will survive new level (scene) load if checked. Otherwise it will be destroyed.

On dispose Detector follows 2 rules:

  • if Game Object's name is "Anti-Cheat Toolkit Detectors": it will be automatically destroyed if no other Detectors left attached regardless of any other components or children;
  • if Game Object's name is NOT "Anti-Cheat Toolkit Detectors": it will be automatically destroyed only if it has neither other components nor children attached;

The documentation for this class was generated from the following file: