IMonsterCaptureEngine
The main entry point for the Monster Capture Engine SDK. Provides access to all engine subsystems via clean interfaces.
Namespace: OpenMon.MCE.SDK
Definition
public interface IMonsterCaptureEngine
{
/// <summary>Access to monster database queries.</summary>
IMonsterDatabase Database { get; }
/// <summary>Access to battle system.</summary>
IBattleSystem Battle { get; }
/// <summary>Access to the player's data (roster, inventory, progression).</summary>
IPlayerData Player { get; }
/// <summary>Access to save/load functionality.</summary>
ISaveSystem SaveSystem { get; }
/// <summary>Engine version string.</summary>
string Version { get; }
}
Properties
Database
| Type | IMonsterDatabase |
| Description | Read-only access to the monster database. Query species, moves, items, abilities, and type effectiveness. |
Battle
| Type | IBattleSystem |
| Description | Battle state checking and event subscription. Check if a battle is active and receive notifications when battles start and end. |
Player
| Type | IPlayerData |
| Description | Access the player's current state: roster, money, name, and badge count. |
SaveSystem
| Type | ISaveSystem |
| Description | Save and load game state. Supports multiple save slots with event notifications. |
Version
| Type | string |
| Description | The MCE engine version string (e.g., "1.0.0"). |
Usage
using OpenMon.MCE.SDK;
using Zenject;
public class MyGameFeature : MonoBehaviour
{
[Inject] private IMonsterCaptureEngine engine;
private void Start()
{
Debug.Log($"Running MCE v{engine.Version}");
Debug.Log($"Monsters: {engine.Database.MonsterCount}");
Debug.Log($"In battle: {engine.Battle.IsInBattle}");
}
}