Last updated | a month ago |
Total downloads | 3214 |
Total rating | 1 |
Categories | Tweaks & Quality Of Life |
Dependency string | malarada-Eclipsed_Price_Raise-1.0.0 |
Dependants | 3 other packages depend on this package |
README
This is the template, I was too lazy to change it.
Lethal Company Mod Template
Thank you for using the mod template! Here are a few tips to help you on your journey:
Versioning
BepInEx uses semantic versioning, or semver, for the mod's version info.
To increment it, you can either modify the version tag in the .csproj
file directly, or use your IDE's UX to increment the version. Below is an example of modifying the .csproj
file directly:
<!-- BepInEx Properties -->
<PropertyGroup>
<AssemblyName>EclipsedPriseRaise</AssemblyName>
<Product>EclipsedPriseRaise</Product>
<!-- Change to whatever version you're currently on. -->
<Version>1.0.0</Version>
</PropertyGroup>
Your IDE will have the setting in Package
or NuGet
under General
or Metadata
, respectively.
Logging
A logger is provided to help with logging to the console.
You can access it by doing Plugin.Logger
in any class outside the Plugin
class.
Please use LogDebug()
whenever possible, as any other log method
will be displayed to the console and potentially cause performance issues for users.
If you chose to do so, make sure you change the following line in the BepInEx.cfg
file to see the Debug messages:
[Logging.Console]
# ... #
## Which log levels to show in the console output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
Harmony
This template uses harmony. For more specifics on how to use it, look at the HarmonyX GitHub wiki and the Harmony docs.
To make a new harmony patch, just use [HarmonyPatch]
before any class you make that has a patch in it.
Then in that class, you can use
[HarmonyPatch(typeof(ClassToPatch), "MethodToPatch")]
where ClassToPatch
is the class you're patching (ie TVScript
), and MethodToPatch
is the method you're patching (ie SwitchTVLocalClient
).
Then you can use the appropriate prefix, postfix, transpiler, or finalizer attribute.
While you can use return false;
in a prefix patch,
it is HIGHLY DISCOURAGED as it can AND WILL cause compatibility issues with other mods.
For example, we want to add a patch that will debug log the current players' position.
We have the following postfix patch patching the SwitchTVLocalClient
method
in TVScript
:
using HarmonyLib;
namespace EclipsedPriseRaise.Patches;
[HarmonyPatch(typeof(TVScript))]
public class ExampleTVPatch
{
[HarmonyPatch("SwitchTVLocalClient")]
[HarmonyPrefix]
private static void SwitchTvPrefix(TVScript __instance)
{
/*
* When the method is called, the TV will be turning off when we want to
* turn the lights on and vice-versa. At that time, the TV's tvOn field
* will be the opposite of what it's doing, ie it'll be on when turning off.
* So, we want to set the lights to what the tv's state was
* when this method is called.
*/
StartOfRound.Instance.shipRoomLights.SetShipLightsBoolean(__instance.tvOn);
}
}
In this case we include the type of the class we're patching in the attribute
before our ExampleTVPatch
class,
as our class will only patch the TVScript
class.