TeamXiaolan-DawnLib icon

DawnLib

A modern API for Lethal Company content and all sizes of mods

Last updated 19 hours ago
Total downloads 3859
Total rating 3 
Categories Mods Tools Libraries Client-side Server-side
Dependency string TeamXiaolan-DawnLib-0.1.2
Dependants 3 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-FixPluginTypesSerialization-1.1.2 icon
Evaisa-FixPluginTypesSerialization

Fix custom Serializable structs and such not properly getting deserialized by Unity.

Preferred version: 1.1.2
Hamunii-AutoHookGenPatcher-1.0.6 icon
Hamunii-AutoHookGenPatcher

Automatically generates MonoMod.RuntimeDetour.HookGen's MMHOOK files during the BepInEx preloader phase.

Preferred version: 1.0.6
Zaggy1024-PathfindingLib-2.3.1 icon
Zaggy1024-PathfindingLib

Provides functionality for mod authors to run pathfinding off of the main thread.

Preferred version: 2.3.1

README

DawnLib

(was CodeRebirthLib)

DawnLib is a modern API for Lethal Company content and all sizes of mods. It contains:

  • DawnLib API
  • DuskMod API
  • Some extra utilities

DawnLib also categorises (almost) everything in the game with keys, allowing for easy references to existing vanilla content.

NOTE: Enemies/Items/etc managed through DawnLib are likely unsupported by mods like CentralConfig or LethalQuantities. This is because of the way DawnLib supports dynamically updating weights and therefore cannot be fixed from DawnLib.

DawnLib (All C#)

<PackageReference Include="TeamXiaolan.DawnLib" Version="0.1.0" />

<!-- Optional Source Generation, mostly for when using the DuskMod API -->
<PackageReference Include="TeamXiaolan.DawnLib.SourceGen" Version="0.1.0" />

DawnLib is a hands-off way to register your content. The code to switch from LethalLib to DawnLib is very similar and will require minimal refactoring. Most registration methods are under the DawnLib static class. When calling DefineXXX you are provided with a builder method that explains most settings that you can configure.

Supported content:

  • Enemies
  • Items
  • Map Objects
  • Unlockables
  • Additional Tile Sets

Example:

public static class MeltdownKeys {
  public static readonly NamespacedKey<DawnItemInfo> GeigerCounter = NamespacedKey<DawnItemInfo>.From("facility_meltdown", "geiger_counter");
}

// In your plugin
DawnLib.DefineItem(MeltdownKeys.GeigerCounter, assets.geigerCounterItemDef, builder => builder
  .DefineShop(shopBuilder => shopBuilder
    .OverrideCost(90)
    .OverrideInfoNode(assets.geigerCounterNode)
  )
);

LethalContent is an easy way to reference vanilla/modded content:

EnemyType blobEnemyType = LethalContent.Enemies[EnemyKeys.Blob].EnemyType;

It should be noted that the vanilla references will not be in the registry until a while after the lobby is created. In order to make sure everything is ready, you can listen to a registry's "freeze" event. OnFreeze will only run once ever (even between lobby reloads)

LethalContent.Enemies.OnFreeze += () => {
  // All vanilla content is in and no more modded content can be added.
};

if(LethalContent.Enemies.IsFrozen) { // or check that the registry has already been frozen
  // ...
}

PersistentDataContainer

PersistentDataContainer is an alternative to ES3. You can easily access save data with the .GetPersistentDataContainer() extension method, .GetCurrentContract() or .GetCurrentSave()

void Awake() { // Plugin awake
    PersistentDataContainer myContainer = this.GetPersistentDataContainer(); // use this however you want, note that 'this' is required to use the extension method in the Awake function.
    
    // these only return null when not in-game. these also automatically handle resetting the save
    PersistentDataContainer? contract = DawnLib.GetCurrentContract(); // resets on: getting fired and save deletion.
    PersistentDataContainer? save = DawnLib.GetCurrentSave(); // resets on: ONLY save deletion.
}

Note: If you are going to make a large edit (calling .Set, .GetOrSet, etc multiple times) you should wrap it with using(container.LargeEdit()). This delays saving data to the disk until all your edits have been completed.

DuskMod (C# & Editor)

<PackageReference Include="TeamXiaolan.DawnLib" Version="0.1.0" />
<PackageReference Include="TeamXiaolan.DawnLib.DuskMod" Version="0.1.0" />

<!-- Optional Source Generation -->
<PackageReference Include="TeamXiaolan.DawnLib.SourceGen" Version="0.1.0" />

The DuskMod API is more opinionated, but automatically handles:

  • Asset Bundle Loading
  • Config Generation
  • Skipping bundles when config is disabled
  • Progressive Unlockables
  • Automatically generate NamespacedKeys (C# Source Generators)
  • Registering content with no code!

It also supports:

  • Achievements
  • Weathers (through WeatherRegistry)
  • Vehicles (highly experimental)

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

Credits

  • Bongo Loaforc (Code)
  • XuXiaolan (Code)
  • Slayer (Achievement UI)