UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.
Date uploaded | 2 years ago |
Version | 3.2.10 |
Download link | willis81808-UnboundLib-3.2.10.zip |
Downloads | 432408 |
Dependency string | willis81808-UnboundLib-3.2.10 |
This mod requires the following mods to function
BepInEx-BepInExPack_ROUNDS
BepInEx pack for ROUNDS. Preconfigured and ready to use.
Preferred version: 5.4.1900README
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UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying certain common tasks.
Usage
NetworkingManager
The NetworkingManager abstracts the default Photon networking capabilities away into an easy-to-use interface you can use for communication between clients. Example usage:
private const string MessageEvent = "YourMod_MessageEvent";
NetworkingManager.RegisterEvent(MessageEvent, (data) =>
{
ModLoader.BuildInfoPopup("Test Event Message: " + (string)data[0]); // should print "Test Event Message: Hello World!"
});
// send event to other clients only
NetworkingManager.RaiseEventOthers(MessageEvent, "Hello World!");
// send event to other clients AND yourself
NetworkingManager.RaiseEvent(MessageEvent, "Hello World!");
CustomCard Framework
Create a class for your card, extend the CustomCard class, implement its methods, and then in your mod initialization register your card like so:
void Start()
{
CustomCard.BuildCard<TestCard>();
}
CustomMap Framework
First create a map in unity by using the package and export your scene to a AssetBundle. Then in your mod initialization register your map like so:
void Start()
{
LevelManager.RegisterLevels(TestAssetBundle);
}
Credits Framework
Registering credits for a mod is as simple as:
void Start()
{
Unbound.RegisterCredits(string modName, string[] credits, string linkText, string linkURL);
}
GameMode Framework
The GameMode framework provides a modding-friendly API for custom game modes, allowing mods to target them without having to know about their existence.
Custom game modes are defined in two layers: the actual game mode class that does all the heavy gameplay logic, and a handler class that provides an interface between mods and the game mode.
Hooks
The framework offers a flexible hook system. With hooks, mods can trigger actions at specific points of time as a game is running, without needing to know anything about the specific game mode or its implementation.
Triggering hooks
Game modes can trigger async hooks whenever they wish:
private IEnumerator RoundStart()
{
// Hook keys are case-insensitive
yield return GameModeManager.TriggerHook("RoundStart");
// A healthy set of predefined keys is provided to make hooking on to them easier.
// Predefined keys should be used in favour of custom ones when possible.
yield return GameModeManager.TriggerHook(GameModeHooks.HookRoundStart);
}
Registering hooks
Mods can register hook listeners wherever they wish:
private void Init()
{
// Hooks are called with the game mode that triggered the hook, which is always the currently active game mode
GameModeManager.AddHook(GameModeHooks.HookRoundStart, this.OnRoundStart);
}
private IEnumerator OnRoundStart(IGameModeHandler gm)
{
// Triggers are IEnumerators so they support yields
yield return new WaitForSeconds(2f);
UnityEngine.Debug.Log(gm.Name);
/* Since triggers are IEnumerators, they must be executed within a coroutine. This means triggers are guaranteed to
* be able to disrupt the execution of the current game mode.
*/
gm.GameMode.StopAllCoroutines();
}
The existing game modes in ROUNDS, namely Arms Race and Sandbox, have also been patched to trigger hooks.
Settings
The framework also adds a setting system to help mods change common game mode settings easily. Settings provide an easy-to-use method for mods to change gameplay, but they place a lot of responsibility onto game modes to provide sufficient settings.
Using settings in a game mode
private void CheckPoints()
{
if (p1Points >= (int)GameModeManager.CurrentHandler.Settings["pointsToWinRound"])
{
WinRound();
}
}
Changing settings (in a mod)
private void Init()
{
GameModeManager.AddHook(GameModeHooks.HookInitEnd, this.OnInitEnd);
}
private IEnumerator OnInitEnd(GameModeHandler gm)
{
gm.ChangeSetting("pointsToWinRound", 10);
}
See /UnboundLib/GameModes for implementation details and example GameModeHandler
s.
Development
Building the project is likely to work without having to change anything. However, if your ROUNDS installation resides in somewhere other than C:\Program Files (x86)\Steam\steamapps\common\ROUNDS
,
you will need to change the path we have pre-configured for you:
- Copy
UnboundLib/UnboundLib.csproj.user.dist
toUnboundLib/UnboundLib.csproj.user
- Change the ROUNDS installation folder path inside
UnboundLib/UnboundLib.csproj.user
You can now open the project solution with Visual Studio, and you're set.