
R.E.P.O.
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Reference REPOLib in your project's .csproj file.
<ItemGroup>
<PackageReference Include="Zehs.REPOLib" Version="1.*" />
</ItemGroup>
Add REPOLib as a dependency to your plugin class.
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
}
Registering a network prefab.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_network_prefab");
// Register a network prefab.
REPOLib.Modules.NetworkPrefabs.RegisterNetworkPrefab(prefab);
}
}
Registering a valuable.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab);
}
}
[!NOTE] Registering a valuable will automatically register it as a network prefab.
[!IMPORTANT] You should only register network prefabs and valuables in your plugins awake function.
Anyone is free to contribute.
https://github.com/ZehsTeam/REPOLib