
itolib
[v72] Wondrous gizmos and gadgets for the restless mind.
Date uploaded | 2 days ago |
Version | 0.3.1 |
Download link | pacoito-itolib-0.3.1.zip |
Downloads | 3235 |
Dependency string | pacoito-itolib-0.3.1 |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100
IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v69 Compatible)
Preferred version: 1.4.11README
itolib
Wondrous gizmos and gadgets for the restless mind.
A collection of wacky scripts I've written for projects I'm involved in, most prominently Bozoros and PlayZone.
Everything's kept fairly abstract so it can be generally applied for many use cases. Feel free to add this to your project to play around with, if anything catches your eye!
-
NOTE: Expect a few breaking changes here and there (at least while everything is being polished), should you choose to add this as a dependency.
-
NOTE 2: This is not intended to be a JLL replacement, though there are a couple overlapping features. It should be fine to use both in the same project without issues, but I'd still recommend opting for JLL's implementations for a more tried and tested approach.
Features (but here's the yapper)
A proper write-up and documentation for all components and their intended usage is planned, but here's a quick rundown of some of the more interesting ones:
- PlayerAttachable: An abstract effect or concept that continually affects a player (attach), and eventually stops (detach).
- PlatformGrabbable: Physically attaches a player and makes them 'grab' on to a 'platform', making the player's position match said platform's until either a certain action stops being held (e.g.
Jump
), or they are detached through some other means. Used for Bozoros' balloon rides and PlayZone's slides. - PlayerLauncher: Launches any player who attaches, with heavily customizable trajectory parameters, and some additional optional features like fall damage prevention (until detached) and camera/player model tilting. Used for Bozoros' banana peels and PlayZone's trampolines.
- MovementSensor: Checks if the attached player performs a specific movement action (e.g.
Jump
,Move
,Crouch
), and invokes an event callback if so. A cooldown can be applied so as to not trigger continuously, which can even be used for things like fake custom footstep sound effects. Used for PlayZone's ball pit movement effects. - PlayerHinderer: Slows down any player who attaches in a similar way to the vanilla spider web, up until the moment they detach. Has a field to allow the player to jump while hindered, even without stamina. Used for PlayZone's ball pit.
- PlayerSeater: Makes any player who attaches enter the Cruiser sitting animation until detaching, without reparenting the player or having to use an
InteractTrigger
. Used for PlayZone's slides.
- PlatformGrabbable: Physically attaches a player and makes them 'grab' on to a 'platform', making the player's position match said platform's until either a certain action stops being held (e.g.
- DetectRegion: An abstract region within which to detect or perform (non-allocating) searches for overlapping
Collider
instances belonging to objects of a certain type.- PlayerSensor: Detects any players inside, entering, and/or exiting the region, with some additional event callbacks specifically filtering players that are alive.
- EnemySensor: Detects any enemies inside, entering and/or exiting the region, with some additional filtering for whitelisting specific enemies, as well as requiring a certain amount of them before triggering events.
- ScrapSensor: Detects any scrap inside, entering and/or exiting the region, with some additional functions for causing them to drop to the ground, or disable its
MeshRenderer
and/orCollider
instances. - HazardSensor: Detects any objects in the
MapHazards
layer inside the region, with an additional function to despawn found hazards. - ExplodeEffect: Implementation of vanilla's
Landmine.SpawnExplosion
usingDetectRegion
, which performs non-allocating searches inside aCollider
(instead of a radius), contains some additional customizability for explosion properties, and has an adjustable collision mask to define which layers should count as 'cover' from the explosion. - ConnectorMerger: Detects any instances of itself within the region, disables one of them and (optionally) moves the remaining one to the center. Has a priority system so certain connectors are preferred from others.
- ItemGrabbable: A
GrabbableObject
but with a bunch of event callbacks that can mimic an inheriting class (e.g.SoccerBallProp
) without actually inheriting it, sacrificing polymorphism for modularity. All these components can be mixed and matched to create items with multiple properties (e.g.ItemKickable
+ItemThrowable
to make a throwable soccer ball).- ItemAudible: Mimics
NoisemakerProp
, with pretty much the same properties save for a few additional ones. - ItemKickable: Mimics
SoccerBallProp
, with some added customizability for kick trajectory parameters, event callbacks, and an adjustable collision mask for objects it can land on top of. - ItemThrowable: Mimics
StunGrenadeItem
, with some added customizability for throw trajectory parameters, event callbacks, and an adjustable collision mask for objects it can land on top of. - ItemWearable: Mimics
BeltBagItem
's wearable properties, specifically 'attaching' to either the player's head, belt, or a custom bone when pocketed. - ItemWhackable: Mimics
Shovel
, with added customizability for its properties (e.g. hit cooldown or hit speed), event callbacks for every stage of the 'whacking' process, and adjustable collision masks for hittable objects, with the added bonus of not allocating GC on every swing.
- ItemAudible: Mimics
- Interactables: Components that inherit from
InteractTrigger
to fulfill various purposes.- InteractClimbable: An
InteractTrigger
for a ladder with adjustable climbing speed. - InteractLockable: A
DoorLock
implementation that allows custom tooltips that don't get overwritten when using a key. Doesn't inherit fromInteractTrigger
but is used alongside them for locked doors. - InteractPurchasable: An
InteractTrigger
that can spawn a prefab or run an event, but for a fee. - InteractSeatable: An
InteractTrigger
that acts like a Cruiser seat, but requiring a specific button press to get back up.- NOTE: Can be replaced with
PlayerSeater
+PlatformGrabbable
for functionally the same effect, without the vanilla bug where two players get softlocked if they sit down at the same time.
- NOTE: Can be replaced with
- InteractTalkable: An
InteractTrigger
that can transmit a player's voice over the Walkie while held; though only for one-way communication.
- InteractClimbable: An
- Events:
- DelayedEvent: An event that gets invoked after a given interval, either continuously or only once (until re-enabled).
- WeightedEvent: Invokes an event (or several) from a specified list, each with its own weighted chance of being picked.
- ScriptableEventListener: Can be used in combination with a
ScriptableEvent
to create an arbitrary 'global' event. This event can be raised from within any other event callback, to trigger something to happen on another, completely detached object.
There's a bunch more scripts that are very niche, require further explanation to employ, or are in need of some refactoring (as they're a bit old now). If you're curious about any of them and/or have any questions regarding usage of a particular script, I've kept my commit messages fairly lengthy when adding new scripts, but also feel free to ping me in the Lethal Company Modding Discord server. Feedback, suggestions, and bug reports are also welcome!
Credits
- The LC Modding Community — For support, ideas, encouragement, and just good vibes in general.
- LethalMatt — For Bozoros, my all-time favorite moon (
I am not biased at all...), but also for coming up with wacky concepts for PlayZone that necessitated additional scripting functionality, which was then added to this library. - IAmBatby — For LethalLevelLoader, the backbone for a significant chunk of custom content for this game. A couple scripts in here also require it or make use of its features.
- PF1MIL — For Early Access™ testing of various scripts, suggesting additions and improvements, and just generally waiting patiently for this library to release.
- You! —
CHANGELOG
Changelog
[v0.3.2]
Small fix for NetworkedHittable
, added LayerMask fields to a couple scripts.
- Fixed
NetworkedHittable
objects erroring out when hit by a non-player. - Added a LayerMask field to both
SpraySensor
andFearInducer
, which determine the layers that should block the player's line of sight.
[v0.3.1]
Couple small improvements and fixes.
- Added
ISeededScript
interface, for scripts that need randomization using the current map seed.- Only used for
ScrapSpawner
at the moment, still thinking about a few things with its implementation.
- Only used for
- Made
ScrapSpawner
'srespectSingleItemDay
field actually work, and made itsseededRandom
field affect a couple things I missed. - Added default curves for
ItemKickable
andItemThrowable
that correspond with theSoccer ball
andStun grenade
curves, respectively. - Made
ItemTargetable
's fall curve override be reset upon being picked up, so items don't act weird when normally dropped. - Switched to using an
AABB
check of the local player forPlayerSensor
, if theonlyAffectsLocalPlayer
field is enabled.- Most likely will end up switching to
AABB
checks for all players at some point, instead of overlap stuff.
- Most likely will end up switching to
- Fixed
DetectRegion
scripts sometimes 'remembering' objects that had been previously found, but are no longer present.
[v0.3.0]
Did a couple changes, I think...
- Added
SpraySensor
, for detecting if an object is being sprayed with Spray Paint, Weed Killer, or any other item that uses or inheritsSprayPaintItem
.- Multiple spray 'treshholds' can be defined, each with event callbacks, to have stuff happen depending on the number of times sprayed (e.g. to have something happen after 3 sprays specifically).
- Does not actually hook into any
SprayPaintItem
code, so it should be compatible with anything that modifies it (e.g. BetterSprayPaint).
- Added
FearInducer
, which increases a player's fear level and plays the fear effect when looked at.- Has some customizability for things like range, angle, and amount of fear to instill upon the player depending on how close they are.
- Disables itself after triggering once, but can be re-enabled to give the player another spook.
- Added
ItemDiscardable
, for items that drop themselves from the player's inventory.- Has a function to cause the item to drop itself from the player's inventory (even while pocketed), as well as a despawn timer after getting discarded.
- Added
EventfulApparatus
, aLungProp
-inheriting object with a bunch of events similar toItemGrabbable
.- (PlayZone)
TwinApparatus
now inherits fromEventfulApparatus
.
- (PlayZone)
- Added
MultiAnimationEvent
, which is similar toPlayAudioAnimationEvent
but without a few features that can be done in a better way with other components (e.g. withNetworkedSource
), and with a list of event callbacks to execute instead of the singleOnAnimationEvent
. - Added
AudioGroup
, which checks objects and their children for anyAudioSource
, and allows some basic audio functions to be run on all sources at once. - Added
CeilingAdjuster
, which just raises whichever object it's attached to to the highest point in the dungeon + a specified additional offset. - Added
DungeonConditional
, for doing stuff whenever specific interiors generate. - Added lerping to
PlayerLauncher
, so it smoothly ramps up towards the applied force instead of immediately applying it.- Ramping speed is adjustable, and it comes with a new detach condition for once the force is fully applied.
- Also fixed the unintended rocket jump whenever players jump right before touching the
PlayerLauncher
, but it can be turned back on!
- Added lerping to
PlatformGrabbable
, to smoothly move the player towards the center of the platform, instead of teleporting them to it.- Not teleporting instantly means the player will be slightly behind the intended position, but this grabbing speed can be adjusted.
- Added
IEventfulItem
interface, which includes every event available inItemGrabbable
.- Made all modular item scripts (e.g.
ItemWhackable
) require using items that implement theIEventfulItem
interface. - Made
ItemGrabbable
andEventfulApparatus
implementIEventfulItem
, so they're both compatible with all modular item scripts!
- Made all modular item scripts (e.g.
- Added abstract
ItemTargetable
, which represents items that follow a trajectory towards a set destination.ItemKickable
andItemThrowable
now both inherit from it, and thus share some common functionality.- Both
ItemKickable
andItemThrowable
had some revisions done to their trajectory logic, too.
- Added
IWeightedScript
interface, which includes a bunch of default method implementations to handle weighted randomization.WeightedEvent
andScrapSpawner
now implement said interface.
- Added generics to the
IPooledObject
interface.- Now the abstract
PooledObject
contains Unity-related object pooling stuff, andAttachedEffect
inherits from it. - It also now actually supports creating a given number of instances to have ready from the start.
- Now the abstract
- Overhauled
ScrapSpawner
a bit (using theIWeightedScript
interface):- Added a weighted list of items to spawn, instead of just a single item.
- Blank references (even for modded items!) should be working correctly, too.
- Added field to
ScrapSpawner
to allow it to use the current moon's spawn weights, instead of specifying a list.- Overrides any items set in the weighted list.
- Added a minimum and maximum set amount of items to spawn, instead of simply spawning one at every defined location.
- Added able to spawn scrap at a random location within specified area bounds, instead of only at set points.
- Made spawned scrap actually count towards the current round's total scrap value amount.
- Added a weighted list of items to spawn, instead of just a single item.
- Added pretty much all
ItemAudible
fields toNetworkedSource
, and improved its networking a bit.NetworkedSource
now has functionality to, for instance, alert nearby enemies or play sounds over the walkie.
- Made
MaterialSwapper
able to do a set amount of swaps per activation, instead of doing all of them at once.- Allows for 'cycling' through various material states by only doing a certain number at a time.
- Improved enemy filtering for
EnemySensor
.- Added callback events for individual filters, as well as enemy blacklisting.
- Added
GrabbableObject
attaching toAttachedEffect
.- Switched
AttachedEffect
generic type toCollider
, and made it detach upon disabling.
- Switched
- Added a sitting animation field to
PlayerSeater
, to be able to use the sofa and electric chair sitting animations, too. - Added a stamina requirement field for triggering
MovementSensor
events. - Added a player stamina draining function to
PlayerHinderer
. - Added field to mute quicksand sinking sounds for
PlayerHinderer
. - Added a networked
onLogCollected
event callback toDungeonStoryLog
. - Made
DetectRegion
scripts take (lossy) scale into account when performing searches. - Made
InteractClimbable
'sspecialCharacterAnimation
field automatically disable itself, iftwoHandedItemAllowed
is enabled.- Allows players to climb with two-handed items.
- Merged
WallBreaker
script intoConnectorMerger
, which can now be used to disable either connector, or both. - Fixed
PlayerSensor
player search counting players twice. - Fixed
ExplodeEffect
explosion spawning a fair distance away from where it was actually supposed to.- Also fixed its
spawnExplosionEffect
field not actually doing anything.
- Also fixed its
- Fixed all
BaseConditional
scripts not applying on dungeon completion. - Fixed
PrefabSpawner
not working without the spawner itself being spawned.- But who spawns the spawner?
- Fixed
NetworkedHittable
not actually serializinghitID
and the player who hit when sending hit information to other clients. - Fixed sun not actually being hidden by the
SunScreen
script.- Switching spectating camera also no longer toggles the sun, but I don't think it was even working in the first place...
- Fixed
detachTimer
field forPlayerAttachable
not actually starting when manually attaching the player (instead of withattachOnEnter
).
[v0.2.0]
Did some pretty substantial refactoring; added and fixed a couple things, too.
- Added some stuff to
ExplodeEffect
:- Made
ExplodeEffect
able to target any object that implements theIHittable
interface. - Added separate enemy and
IHittable
curves toExplodeEffect
, to deal specific damage to non-player targets. - Replaced
damageRange
andkillRange
withdamageBounds
andkillBounds
, for visualization purposes.
- Made
- Added player sinking curve overriding to
PlayerHinderer
, to control how deep the player actually sinks before dying. - Added
OutOfBoundsAdjuster
, which just moves the current moon'sOutOfBoundsTrigger
to the lowest point in the dungeon + a specified additional offset.- Intended for more vertically-oriented dungeons.
- Made
DetectRegion
actually take region rotation into account when performing searches. - Did a lot of refactoring under the hood, based on IAmBatby's suggestions and feedback!
- Made scripts with update loops disable themselves when not in use, the most important one being
PlayerAttachable
. - Removed all uses of null propagation on
UnityObject
stuff, fixing some rareNullReferenceException
errors. - Switched from using
NetworkObjectReferences
toNetworkBehaviourReferences
when networking stuff, thus skipping a step. - Some other miscellaneous tweaks and fixes here and there.
- Made scripts with update loops disable themselves when not in use, the most important one being
[v0.1.4]
Reworked PlayerLauncher
a bit, fixed WeatherRegistry compatibility.
PlayerLauncher
now uses a list of forces to apply to the player, to combine multiple sources of rotation (e.g. where the launcher is facing + where the player's looking towards).- Added some drowning/quicksand-related stuff to
PlayerHinderer
, but it's not quite working just yet... - Fixed
WeatherConditional
compatibility with WeatherRegistry, I forgor to actually apply my patch for it...
[v0.1.3]
Added player callbacks to NetworkedHittable
, fixed some stuff with WeightedEvent
.
- Added information to
NetworkedHittable
about the player that performed the hit, as well as some separate hit event callbacks with said player given as an invoke parameter. WeightedEvent
rolls should now actually roll when initiated by clients.
[v0.1.2]
Added DamageHittable
and ToggleEvent
, fixed some stuff with scrap-related scripts.
DamageHittable
is aNetworkedHittable
with health, it's got a list of conditions with event callbacks that are invoked when its health falls to or below specified numbers.ToggleEvent
is just a behaviour with event callbacks forOnEnable()
andOnDisable()
... there ain't much more to it, I just needed it for something.ScrapSpawner
should actually sync scrap position now, I forgor to add it...ScrapTeleporter
now uses a seededRandom
instance, takes teleport area colliders' center point into account, and should properly set item rotations if set to activate on scrap spawn (as it was supposed to have been doing).
[0.1.1]
Added some compatibility for PizzaTowerEscapeMusic.
- Pulling only one
TwinApparatus
will no longer trigger escape music.
[0.1.0]
Initial release!