

CWAPI
A powerful api for developers to easily patch methods, add new features, create custom RPCs. Makes most of the repetitive tasks disappearDetails
Content Warning API
Some very useful tools for devs when creating mods for Content Warning
Harmony Patcher
If you are using harmony to patch your methods, you may also utilize the CWAPI.HarmonyPatcher
for easier patching of your methods. It removes all of the repeating and also has a way to automatically determine the type of the class you are trying to patch as well as the type of the patcher class
Usage example:
using CWAPI; // for the HarmonyPatcher
namespace PluginNamespace; // your plugin namespace
public static class YourGameClassPatch // name your pacther <ClassYouArePatching>Patch to utilize all of the features the patcher provides
{
// if you are also using the FeatureManager, I strongly advise you to call the Init method from YourFeatureNameFeature.Initialize method
internal static void Init() // the init method you call to apply the patches
{
YourPlugin.Patcher.SaveInfo(); // save the type of the current class and the type you are patching
// this only works if you named your class with a suffix 'Patch'
// if the method doesn't work on release build, try to use any of its overloads
// if the class of the method you are patching is not inside the Assembly-CSharp.dll make sure you specify the correct assembly (without .dll extension)
// if the class of the method you are patching is not inside the global namespace, make sure you specify the namespace of it (can be with or without the dot at the end)
// if something still doesnt work and you cant figure out why, you can also use any of the overloads
YourPlugin.Patcher.Patch(nameof(MethodYouAreTryingToPatch), // self explanatory
prefix: nameof(Prefix)
);
// there are plenty of other ways to use this patcher. I just showed the simplest one. You can check the source code and figure out which overload is the best for you
}
public static bool Prefix() // this is just a normal Harmony prefix patch
{
return true;
}
}
public class YourPlugin : BepInPlugin // this is only an example, not a full class
{
public static HarmonyPatcher Patcher { get; private set; } = default!; // create the public variable and set it to default!
private void Awake()
{
Patcher = new(PLUGIN_GUID, YourPlugin.Logger); // create the harmony patcher instance
}
}
Feature Manager
If you have a lot individual features in your mod, you can also try the CWAPI.FeatureManager
! It has a method InitializeFeatures()
which must be called when the mod is loading.
Features must inherit the CWAPI.Feature
class and be marked with CWAPI.FeatureAttribute
for the FeatureManager to find them and register.
Feature manager automatically handles:
- Enabling and disabling individual features
- Has the option to mark a feature as required
Usage exaple:
using BepInEx;
using BepInEx.Configuration;
using CWAPI; // for all of the necessary classes
namespace PluginNamespace; // your plugin namespace
[Feature] // add the FeatureAttribute
internal class YourFeatureNameFeature : Feature<YourFeatureNameFeature> // inherit the feature class
{
public override BepInEx.Logging.ManualLogSource LogSource => YourPlugin.Logger; // use your logger
public override bool Required => false; // (optional) if set to true, disallows the user to turn off the feature. The initialize method for it is always called. Default: false (user can disable your feature)
public override string FeatureName => "YourFeatureName"; // name your feature. It can be with spaces or without
public override string FeatureDescription => "Explain what your feature does";
public ConfigEntry<float> SomeSetting { get; private set; } = null!; // example setting
public override void CreateConfig(ConfigSection section)
{
// this function is always called. No matter if this feature is enabled or not
// you can register your feature config here
SomeSetting = section.Bind(
nameof(SomeSetting), // the name of the setting
20f, // the default value of the setting
"""
The description of this setting
"""); // description
}
public override void Initialize()
{
// this function is only called if the feature is enabled
// some code that initializes your feature. Put the SingletonNetworkComponent GameObject creating here
}
}
public class YourPlugin : BepInPlugin // this is only an example, not a full class
{
private void Awake()
{
FeatureManager Manager = new(YourPlugin.Logger, Config); // initialize the feature manager
Manager.RegisterFeaturesFromAssembly(); // find all of the features
Manager.InitializeFeatures(); // initialize all of the features
// you can also pass in a boolean to set if you'd like to automatically handle exceptions if any occour in the initializing process
}
}
NetworkComponents
NetworkComponent<THandler, TParent> transient abstract class for simpler networking
Usage example:
using MyceliumNetworking; // mycelium networking for CustomRPCAttribute
using CWAPI; // for NetworkComponent class
using UnityEngine; // for this example to compile
namespace PluginNamespace; // your plugin namespace
// your class name inherit the NetworkComponent the GameObject you are networking on
internal class YourNetworkHandler : NetworkComponent<YourNetworkHandler, Player>
{
protected override uint MOD_ID => YourPlugin.MOD_ID; // your plugin MOD_ID. You can set it to any random number or you can use the provided hashing function with your PLUGIN_GUID
// in your mod you might not need to write the namespace of the ManualLogSource, but if you get an Ambiguous reference error, add it.
protected override BepInEx.Logging.ManualLogSource LogSource => YourPlugin.Logger; // change this to your real logger
// EXAMPLE 1: a function that sets the oxygen of the specified player
[CustomRPC]
// the custom RPC you define which is fired for the specific Player (in this case, it depends from TParent) when the SendOxygen calls the Send function
// this RPC is executed on all clients on one player
void SetOxygen(float oxygen)
{
if (ParentComponent == null || ParentComponent.data == null) return;
// ParentComponent is of type Player (the type which is passed when inheriting the NetworkComponent (TParent)
ParentComponent.data.remainingOxygen = Mathf.Clamp(oxygen, 0f, ParentComponent.data.maxOxygen); // for this example, we set the player oxygen to the given amount
}
public static void SendOxygen(Player targetPlayer, float oxygen)
{
// use the Send function to send the custom RPC
Send(targetPlayer, nameof(SetOxygen), ReliableType.Reliable,
oxygen // after the first 3 arguments, you can pass your custom arguments that will be available to the SetOxygen function
);
}
// EXAMPLE 2: a function that sets a players visor text to empty for only one client
[CustomRPC]
// this RPC is executed only on one client, on one player
void ClearVisor()
{
if (ParentComponent == null || ParentComponent.refs == null) return; // check for null to aviod NullReferenceException
ParentComponent.refs.visor.visorFaceText.text = ""; // set the visor text
}
public static void SendClearVisor(Player targetPlayer, Player player)
{
// we need to pass in the Player to clear the visor and a Player to select the client
// 'player' is used to select the client, while the targetPlayer works like in Send() method
SendTarget(targetPlayer, nameof(ClearVisor), player, ReliableType.Reliable);
}
}
public static class PlayerPatch // this is just an example class
{
public static void Start_Prefix(Player __instance) // we also need to patch the players start method, to add our network handler to them
{
// do not forget !__instance.ai when dealing with the player
// you might think that this class is used only for players but you'd be wrong
// it is also used for monsters and you should check if the "player" is a monster
if (!__instance.ai && __instance.gameObject.GetComponent<YourNetworkHandler>() == null)
__instance.gameObject.AddComponent<YourNetworkHandler>();
}
}
SingletonNetwokHandler<TParent> singleton abstract class for simpler networking
Usage example:
using BepInEx; // for BepInPlugin class
using MyceliumNetworking; // mycelium networking for CustomRPCAttribute
using CWAPI; // for SingletonNetworkComponent class
using UnityEngine; // for this example to compile
namespace PluginNamespace; // your plugin namespace
// your class name inherit the SingletonNetworkComponent
internal class YourNetworkHandler : SingletonNetworkComponent<YourNetworkHandler>
{
protected override uint MOD_ID => YourPlugin.MOD_ID; // your plugin MOD_ID. You can set it to any random number or you can use the provided hashing function with your PLUGIN_GUID
// in your mod you might not need to write the namespace of the ManualLogSource, but if you get an Ambiguous reference error, add it.
protected override BepInEx.Logging.ManualLogSource LogSource => YourPlugin.Logger; // change this to your real logger
// EXAMPLE 1: setting all of the players health
[CustomRPC]
// the custom RPC you define which is fired once when the SendMaxHealth calls the Send function
// this RPC is executed on every client (even the one that executed the SendMaxHealth method
void SetMaxHealth(float maxHealth)
{
Player.PlayerData.maxHealth = maxHealth; // sets the static maxHealth value for this example
PlayerHandler.instance.playersAlive.ForEach(p => p.data.health = Mathf.Clamp(p.data.health, 0f, maxHealth)); // removes health if the player has more than the maxHealth
}
public static void SendMaxHealth(float maxHealth)
{
// use the Send function to send the custom RPC
Send(nameof(SetMaxHealth), ReliableType.Reliable,
maxHealth // after the first 2 arguments, you can pass your custom arguments that will be available to the SetOxygen function
);
}
// EXAMPLE 2: setting the gravity for a selected person
[CustomRPC]
// this RPC is only executed on one client
void SetGravity(float gravity)
{
// Player.localPlayer is the same as the player passed in to SendGravity
Player.localPlayer.refs.controller.gravity = gravity;
}
public static void SendGravity(Player player, float gravity)
{
// a steamId is retrieved from the player object, then the RPC is executed on the specified client
SendTarget(nameof(SetGravity), player, ReliableType.Reliable,
gravity
);
}
}
public class YourPlugin : BepInPlugin // this is only an example, not a full class
{
private void Awake()
{
new GameObject("YourNetworkHandler", typeof(YourNetworkHandler)); // you must register the game object for this network component to work
}
}
Code to generate your MOD_ID:
using System.Security.Cryptography;
using System.Text;
using System;
public class Program
{
public static void Main(string[] args)
{
byte[] bytes = Encoding.UTF8.GetBytes("YOUR.PLUGIN.GUID"); // enter your mod plugin guid here and run this code. You can run this in a browser
uint hash = 0x811c9dc5;
foreach (byte b in bytes)
{
hash ^= b;
hash *= 0x01000193;
}
Console.WriteLine(hash);
}
}