Date uploaded | 2 years ago |
Version | 1.6.2 |
Download link | willis81808-ModsPlus-1.6.2.zip |
Downloads | 677339 |
Dependency string | willis81808-ModsPlus-1.6.2 |
This mod requires the following mods to function
willis81808-UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.
Preferred version: 3.2.3Pykess-ModdingUtils
Utilities aimed at making modding easier and more accessible
Preferred version: 0.4.3README
Mods Plus
Status bar manager
Automatically position and scale status bars above the player's default health bar. No need to worry about other mods adding overlapping information above the player, so long as you are both using this system!
// Create and add a second health bar above the player
var statusBar = new GameObject("Status Bar", typeof(CustomHealthBar)).GetComponent<CustomHealthBar>();
player.AddStatusIndicator(statusBar.gameObject);
Custom Card Bar abbreviations
When registering a card you can set a custom two character abbreviation to be displayed in the card bar, simply do the following:
CustomCard.BuildCard<ExampleCard>(c => c.SetAbbreviation("Ex"));
- An exception will be thrown if the string passed is null or only whitespace characters.
- If the abbreviation passed is longer than 2 characters it will be truncated.
Easy access to important events with PlayerHook
Simply extend PlayerHook
to define your custom behaviors then attach it to a player.
public class ExampleHooks : PlayerHook
{
override void OnJump()
{
UnityEngine.Debug.Log("Player jumped!");
}
public override IEnumerator OnBattleStart(IGameModeHandler gameModeHandler)
{
yield return new WaitForSeconds(5f);
UnityEngine.Debug.Log("The battle started 5 seconds ago!");
}
}
Cleaner card creation with SimpleCard
Make a card with fewer lines by extending SimpleCard
instead of CustomCard
!
using UnityEngine;
using ModsPlus;
public class ExampleCard : SimpleCard
{
public override CardDetails Details => new CardDetails
{
Title = "Example Card",
Description = "Your first effect card",
ModName = "<Your Mod ID>",
Art = Assets.YourCoolArt,
Rarity = CardInfo.Rarity.Common,
Theme = CardThemeColor.CardThemeColorType.TechWhite
};
public override void SetupCard(CardInfo cardInfo, Gun gun, ApplyCardStats cardStats, CharacterStatModifiers statModifiers, Block block)
{
statModifiers.health = 0.5f;
gun.damage = 2f;
}
protected override void Added(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
{
Debug.Log("Card added to the player!");
}
protected override void Removed(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
{
Debug.Log("Card removed from the player!");
}
}
Streamlined (and safe) CardEffect
wrapper
Do you find yourself writing the same boilerplate over and over when defining cards that attach a MonoBehaviour
to the player?
Are you tired of writing the same code for registering and deregistering actions (such as Block::BlockAction
or Gun::ShootProjectileAction
) repeatedly?
If so, then this is the library for you.
Creating an on block/attack effect
All actions will be automatically registered and deregistered when the card is added or removed, so you can focus on your cool features!
using UnityEngine;
using ModsPlus;
public class ExampleCard : CustomEffectCard<ExampleEffect>
{
public override CardDetails Details => new CardDetails
{
Title = "Example Card",
Description = "Your first effect card",
ModName = "<Your Mod ID>",
Art = Assets.YourCoolArt,
Rarity = CardInfo.Rarity.Common,
Theme = CardThemeColor.CardThemeColorType.TechWhite
};
}
public class ExampleEffect : CardEffect
{
public override void OnBlock(BlockTrigger.BlockTriggerType trigger)
{
Debug.Log("[ExampleEffect] Player blocked!");
}
public override void OnShoot(GameObject projectile)
{
Debug.Log("[ExampleEffect] Player fired a shot!");
}
}
Once defined you can register this card as you normally would:
CustomCard.BuildCard<ExampleCard>();
For additional overrides check your IDE's auto-complete, or view the source code
PlayerSelector tools
This interface allows you to easily create selectors on players and react when the user clicks one (think Cards+ "Adware" or "Quickhack" abilities for reference)
Creating selectors and responding to a selection event
/* make selectors on a specific player */
int playerID; // ID of any specific player
var targets = PlayerManager.instance.players.Where(p => p.playerID == playerID);
PlayerSelector.InstantiateOn(Assets.SingleTargetSelector, targets, selectedPlayer =>
{
Debug.Log($"Friendly with ID {selectedPlayer.playerID} selected!");
});
/* make selectors on friends */
PlayerSelector.InstantiateOnFriendlies(Assets.FriendlySelector, selectedPlayer =>
{
Debug.Log($"Friendly with ID {selectedPlayer.playerID} selected!");
});
/* make selectors on enemies */
PlayerSelector.InstantiateOnEnemies(Assets.EnemySelector, selectedPlayer =>
{
Debug.Log($"Enemy with ID {selectedPlayer.playerID} selected!");
});
The GameObject
provided to the utility will be instantiated as a child of each target. It can contain any effects (particles, etc.) you wish, but must have some type of Collider3D
on it for clicks to be detected
Custom HP Bar
This component provides a wrapper around the base game's HealthBar
class, giving you full control of the values to display and when to update them.
GameObject target; // any GameObject you wish to add a health bar to
float startingHp = 100;
float startingMaxHp = 100;
// create the health bar
var healthBar = target.AddComponent<CustomHealthBar>();
// set initial values
healthBar.SetValues(startingHp, startingMaxHp);
// take 10 damage
healthBar.CurrentHealth -= 10;
Patch Notes
1.6.0
- Deprecated OnStartPick and OnEndPick, replaced them with
OnPlayerPickStart
andOnPlayerPickEnd
respectively
1.5.9
- Tweaked spacing of player status indicators
1.5.8
- Implemented
AddStatusIndicator
extension method forPlayer
1.5.7
CustomHealthBar
color can now be easily customized
1.5.6
- Added an extension method to
CardInfo
for setting a custom abbreviation to be displayed in theCardBarButton
1.5.5
- Added
VisibleFrom
extension methods toPlayer
1.5.4
- Made
Awake
method inPlayerHook
overridable - Made
StatChanges
serializable by the Unity inspector
1.5.3
- Added
PlayerHook
class
1.5.2
- Updated to incorporate changes in newest version of ModdingUtils
1.5.1
- Fixed
MaxHealth
changes usingStatManager
not properly scaling current health
1.5.0
- Added
OnBulletHit
andOnBulletHitCoroutine
events toCardEffect
1.4.1
- Fixed the
StatManager
using the wrong stat for jump count
1.4.0
- Added Jump hook to
CardEffect
- Implemented the
StatManager
beta for simple-inline declaration ofReversibleEffects
1.3.0
- Added Game Mode hooks
1.2.0
- Added
SimpleCard
0.0.1
- Initial release