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Dependency string
XuXiaolan-CodeRebirthLib-0.9.8
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CodeRebirthLib

A Library to help manage large Lethal Company Mods. Makes registering with LethalLib/WeatherRegistry/etc easier and contains other useful scripts and utilities.

Currently supports:

Lethal Lib

  • Enemies
  • Items
  • Inside Map Objects
  • Unlockables

Native (CodeRebirthLib)

  • Outside Map Objects
  • Achievements

PathfindingLib

  • CodeRebirthLib contains a component that makes use of PathfindingLib to make it easy for entities to move in and out of interiors without any performance hit.

Weather Registry (Soft Dependency)

  • Weathers You may want to include Weather Registry as a dependency in your thunderstore manifest.

Setup - Both

You should have a Main AssetBundle ("main bundle" from here) that contains a ContentContainer ScriptableObject. This contains definitions to all the types of content that will be registered in your mod.

Each content bundle like my_item_bundle will contain an AssetBundleData ScriptableObject and as many content definitions as needed.

Setup - Code/CSharp

There is a template for your plugin that you can use to get started:

Check the wiki section in thunderstore to see how to download the C# template and use it.

To register and get content out of the asset bundles in C# use:

[!NOTE] Currently your packaged mod structure needs to be:

com.example.yourmod.dll
assets/
-> main_bundle
-> my_item_bundle
// In your plugin
public static CRMod Mod { get; private set; }

private void Awake()
{
    AssetBundle mainBundle = CRLib.LoadBundle(Assembly.GetExecutingAssembly(), "main_bundle");
    Mod = CRLib.RegisterMod(this, mainBundle);
    Mod.Logger = Logger; // optional, but highly recommended

    // Load Content
    Mod.RegisterContentHandlers();
}

Then to divide up your content use the ContentHandler class to register. The specifics here might change slightly.

public class DuckContentHandler : ContentHandler<DuckContentHandler>
{
    public class DuckBundle : AssetBundleLoader<DuckBundle>
    {
        public DuckBundle(CRMod mod, string filePath) : base(mod, filePath)
        {

        }
    }

    public DuckContentHandler(CRMod mod) : base(mod)
    {
        RegisterContent("duckbundle", out DuckBundle assets); // returns bool on if it registered succesfully
    }
}

For the above example and in cases where you don't need to retrive anything from the asset bundle DefaultBundle can be used instead (e.g. replacing the DuckBundle here)

After running Mod.RegisterContentHandlers(); the registries in your CRMod will be populated. You can then get access to your content by running

if (mod.WeatherRegistry().TryGetFromWeatherName("Meteor Shower", out CRWeatherDefinition? definition))
{
    // do something with the Meteor Shower definition.
    // i.e. grabbing the prefab.
    var prefab = definition.GameObject;
}

Finally just do a release build and everything should just be put into your mod manager's specific profile that you gave to the template.

Setup - Unity Editor

  • Check the UnityEditor section of the wiki on thunderstore to setup the Unity Editor.

And finally, for any troubles in setting anything up, contact @xuxiaolan on discord for help.

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