TestingLib
A library that implements methods to help with testing.
Last updated | 4 months ago |
Total downloads | 14043 |
Total rating | 6 |
Categories | Tools Libraries BepInEx |
Dependency string | Hamunii-TestingLib-1.2.1 |
Dependants | 5 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5README
TestingLib
This is a tool intended for making testing of enemy mods faster in Lethal Company. This is intended to be used in debug builds of your mods. For example:
// ... in your Plugin class:
private void Awake() {
Logger.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded!");
var ExampleEnemy = Assets.MainAssetBundle.LoadAsset<EnemyType>("ExampleEnemy");
// ...
#if DEBUG
TestingLib.Patch.PatchAll();
TestingLib.OnEvent.PlayerSpawn += OnEvent_PlayerSpawn;
#endif
}
#if DEBUG
private void OnEvent_PlayerSpawn()
{
TestingLib.Execute.ToggleTestRoom();
TestingLib.Tools.GiveItemToSelf(TestingLib.Lookup.Item.Shovel);
TestingLib.Tools.TeleportSelf(TestingLib.Tools.TeleportLocation.Outside);
TestingLib.Tools.SpawnEnemyInFrontOfSelf(ExampleEnemy.enemyName);
}
#endif
// ...
Currently, this library is used on DevTools and the experimental branch of LC-ExampleEnemy.
TestingLib Modules
TestingLib.Patch
Contains methods that patch various things in the game.
IsEditor()
Patches the game to think it is running in Unity Editor, allowing us to use the in-game debug menu.
SkipSpawnPlayerAnimation()
Skips the spawn player animation so you can start moving and looking around as soon as you spawn.
InfiniteSprint()
Patches the game to allow infinite sprinting by always setting SprintMeter to full.
OnDeathHeal()
Instead of dying, set health to full instead.
This helps with testing taking damage from your enemy, without death being a concern.
MovementCheat()
Allows jumping at any moment and by performing a double jump, the movement will become much
faster and a lot more responsive, and running will also increase jump height and gravity.
Note: This completely overrides PlayerControllerB's Jump_performed()
method.
InfiniteCredits()
Credits get always set to 100 000 000
.
InfiniteShotgunAmmo()
Skips the check for ammo when using the shotgun.
PatchAll()
Calls all methods in TestingLib.Patch
:
Patch.IsEditor()
Patch.SkipSpawnPlayerAnimation()
Patch.OnDeathHeal()
Patch.MovementCheat()
Patch.InfiniteSprint()
Patch.InfiniteCredits()
Patch.InfiniteShotgunAmmo()
UnpatchAll()
Unpatches all applied patches.
TestingLib.Execute
Contains actions that can be executed.
ToggleTestRoom()
Toggles the testing room from the debug menu.
Should be ran on OnEvent.PlayerSpawn
or later.
TestingLib.OnEvent
Contains Events that can be subscribed to.
PlayerSpawn
Event for when player spawns.
Called on On.GameNetcodeStuff.PlayerControllerB.SpawnPlayerAnimation
.
TestingLib.Tools
Contains helpful methods for testing.
TeleportSelf(TeleportLocation location = 0)
TeleportLocation.Inside = 1
TeleportLocation.Outside = 2
Teleports you to the location specified in the test level.
TeleportSelfToEntrance()
Teleport yourself to entrance.
SpawnEnemyInFrontOfSelf(string enemyName)
Will find the enemy by name, and spawn it.
If name is invalid, prints all valid enemy names to console.
GiveItemToSelf(string itemName)
Will find item by name, and give it to your inventory.
If name is invalid, prints all valid item names to console.
TestingLib.Lookup
Get the names of items and enemies in the vanilla game without having to look them up.
TestingLib.Lookup.Item
Names of items.
TestingLib.Lookup.EnemyInside
Names of inside enemies.
TestingLib.Lookup.EnemyOutside
Names of outside enemies.
TestingLib.Lookup.EnemyDaytime
Names of daytime Enemies.
TestingLib.Enemy
Helpful methods for making debugging of enemies easier.
DrawPath(LineRenderer line, NavMeshAgent agent)
// Consider not using this for now, as this is not an optimal solution.
Draws the NavMeshAgent's pathfinding. Should be used in DoAIInterval()
. Do note that you need to add line renderer in your enemy prefab. This can be done as such:
// ... in your enemy class:
#if DEBUG
LineRenderer line;
#endif
public override void Start()
{
base.Start();
// ...
#if DEBUG
line = gameObject.AddComponent<LineRenderer>();
line.widthMultiplier = 0.2f; // reduce width of the line
#endif
}
public override void DoAIInterval()
{
base.DoAIInterval();
// ...
#if DEBUG
StartCoroutine(TestingLib.Enemy.DrawPath(line, agent));
#endif
}
Using This For Yourself
Add this to your into your plugin class:
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
+[BepInDependency(TestingLib.Plugin.ModGUID, BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin {
// ...
}
Also include a reference in your csproj file:
<ItemGroup>
+ <Reference Include="TestingLib"><HintPath>./my/path/to/TestingLib.dll</HintPath></Reference>
</ItemGroup>
Also keep the TestingLib.xml
file next to TestingLib.dll
to get method documentation.
And lastly, add TestingLib.dll
to your plugins folder.