HBU Functions

The HBU class contains many useful functions for a wide variety of purposes.

HBU Class functions, methods, and fields:

 * HBU.curBrowserAssetPath
 * curBrowserAssetName
 * curBrowserImagePath
 * curBrowserImage
 * curGadgetAssetPath
 * curGadgetAssetName
 * curGadgetImagePath
 * curGadgetImage
 * errorTexture
 * errorSprite
 * Mono
 * OnApplicationQuit
 * ResetAllCallbacks
 * ResetCallback(HBUCallback callbackType)
 * UnRegisterCallback(string id)
 * RegisterCallback(HBUCallback callbackType, string id, Action action)
 * TriggerCallback(HBUCallback callbackType)
 * ChatAddMessage(string who, string mssg)
 * ChatAddMessage(string who, string mssg, string colorHex)
 * OpenUrl(string url)
 * SetDiscordDetails(string msg)
 * SetDiscordState(string state)
 * OpenMainMenu
 * CloseMainMenu
 * PlayerNotificationMessage(string mssg)
 * Vibrate(int motorIndex, float intensity, float duration)
 * SetLockState(CursorLockMode mode)
 * InFocus
 * LostFocus
 * GetGameTime
 * DisableControl
 * DisableLookAround
 * DisableScroll
 * SetInMenu
 * DisableEscMenu
 * DisableEscVehicle
 * GetServerSetting(string setting)
 * TryGetServerSetting(string setting, out object ret)
 * MayControle
 * CanControl
 * CanLookAround
 * CanScroll
 * InMenu
 * CanEscMenu
 * CanEscVehicle
 * GetUpdateDate
 * GetPostProcessingLayer
 * GetPostProcessing
 * CalcTravelDistance(Vector3 point, Vector3 velocity, float slugMassGrams, float slugDiameterMM, float Cd, out Vector3 hitPoint, out Vector3 normal, float maxTravelDist = 30000f)
 * GetPlayers
 * TakeScreenshot(string path, Action onFinished, int superSize = 1)
 * _TakeScreenshot(string path, Action onFinished, int superSize)
 * RoundGameObjectScale(GameObject obj)
 * GetGameObjectBounds(GameObject obj)
 * GetGameObjectBoundsWorld(GameObject obj)
 * AttachWaypoint(GameObject obj, Vector3 pos, string type, string text = "", bool enableInBuilder = false, bool enableInMenu = false, bool enableIfSelected = true, bool enableIfEnemy = true)
 * DestroyWaypoint(GameObject obj)
 * OpenBrowser(string[] paths, string[] types, string[] tags, Action  onReturn, Action onCancel, bool includeParts = false, bool lookForProjects = false)
 * SaveValue(string name, string valueName, string value)
 * LoadValue(string name, string valueName)
 * LoadOfficialValue(string name, string valueName)
 * CurrentSeat
 * CurrentSeatKeys
 * CurrentSeatKeysHash
 * CurrentSeatKeysToFile(string path)
 * FileToCurrentSeatKeys(string path)
 * TeleportPlayer(UnityEngine.Vector3d pos)
 * TeleportPlayer(Vector3 pos)
 * GetTeleportLocations
 * GetNearestTeleportLocation
 * joystickMode
 * InSeat
 * InMainMenu
 * InBuilder
 * SetInBuilder(bool t)
 * SetNoControl(bool t)
 * SetLocalVehicleCountLimit(int c)
 * GetLocalVehicleCountLimit
 * GetVehicleCountLimit
 * GetMyOldestVehicle
 * GetSpawnError(string assetPath)
 * CanSpawnVehicle(string assetPath)
 * CanSpawnVehicleExt(string assetPath, out string mssg)
 * SpawnVehicle(Vector3 position, Quaternion rotation, string assetPath)
 * SpawnVehicleAsync(Vector3 position, Quaternion rotation, string assetPath, Action onReturn, Action  onError)
 * StopSpawnVehicleAsync(string id)
 * InitializeVehicle(GameObject vehicle)
 * DropVehicle(GameObject vehicle)
 * CleanupVehicle
 * GetKey(string name)
 * CreateKey(string data)
 * GetKeyData(HBKeyBind k)
 * GetKeyNames
 * RegisterKey(HBKeyBind k)
 * UnRegisterKey(HBKeyBind k)
 * GetKeys
 * DisableControl(InputType t)
 * DisableControl(InputType t, int i)
 * DisableControl(HBKeyBind b)
 * GetKeyMainSprite(string name, bool returnJoystick)
 * GetKeySpriteRaw(string name)