InLobbyConfig
Adds an ability to edit configs for mods (that support this) inside a lobby
Last updated | 2 months ago |
Total downloads | 253632 |
Total rating | 19 |
Categories | Mods Libraries Client-side |
Dependency string | KingEnderBrine-InLobbyConfig-1.5.0 |
Dependants | 135 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2117KingEnderBrine-ScrollableLobbyUI
Adds scrolling to lobby UI (skills, loadout, character select, difficulty)
Preferred version: 1.9.0README
Description
This library adds an ability to edit configs for mods (that support this) inside a lobby.
For developers
Dependency attribute [BepInDependency("com.KingEnderBrine.InLobbyConfig")]
TL;DR
Easiest (but limited) way to add config based on BepInEx config is to use helper method
var configEntry = InLobbyConfig.Fields.ConfigFieldUtilities.CreateFromBepInExConfigFile(Config, "Display name");
InLobbyConfig.ModConfigCatalog.Add(configEntry);
There is a special field. If your config has a bool
field called Enabled
(ignored case) it will be shown next to the mod name like so:
This behavior can be disabled if you add false
to parameters for CreateFromBepInExConfigFile
.
Or you can create InLobbyConfig.ModConfigEntry
and add fields and section manually
var configEntry = new InLobbyConfig.ModConfigEntry();
configEntry.DisplayName = "Display name";
//configEntry.EnableField = new BooleanConfigField(...);
configEntry.SectionFields.Add("Section name", new List<IConfigField>
{
new InLobbyConfig.Fields.BooleanConfigField("display name", () => ConfigField.Value, (newValue) => ConfigField.Value = newValue),
InLobbyConfig.Fields.ConfigFieldUtilities.CreateFromBepInExConfigEntry<int>(ConfigField)
});
InLobbyConfig.ModConfigCatalog.Add(configEntry);
Documentation
Supported field types
Type | Field class |
---|---|
bool | BooleanConfigField |
enum | EnumConfigField |
int | IntConfigField |
float | FloatConfigField |
string | StringConfigField |
UnityEngine.Color | ColorConfigField |
Collection | SelectListField |
Or you can create your own ConfigField
with your own prefab, for example:
Field constructor parameters description
BaseConfigField (BooleanConfigField, EnumConfigField)
- displayName - name of a field
- tooltip - text to display when hover over field name.
- valueAccessor - a function which will be used to retrieve actual value of config.
BaseInputConfigField (ColorConfigField, StringConfgiField)
Same as BaseConfigFiled
+
- onValueChanged - a function which will be called when the value of a field is changed. Value in config doesn't automatically change, this is up to you what you want to do with the changed value.
- onEndEdit - a function which will be called when a user ended changing field. Unlike
onValueChange
which called with every change. Value in config doesn't automatically change, this is up to you what you want to do with the changed value.
BaseNumberInputConfigField (IntConfigField, FloatConfigField)
Same as BaseInputConfigField
+
- minimum - minimum for a field value.
- maximum - maximum for a filed value.
SelectListField
Same as BaseConfigField
+
- OnItemAddedCallback - a function which will be called when a new item added to a collection.
- OnItemRemovedCallback - a function which will be called when an item removed from a collection.
- OptionsAccessor - a function which will be used to retrieve options for selection.
Custom config field
Mandatory things that you need to create a custom config field:
- Create a class that implements
InLobbyConfig.Fields.IConfigField
(or inherits formInLobbyConfig.Fields.BaseConfigField<T>
) - Create a class that inherites
InLobbyConfig.FieldControllers.ConfigFieldController
- Create a prefab that has your
ConfigFieldController
in a root object
From this point, you can do whatever you want. For examples of how I set up fields, you can go to InLobbyConfig GitHub or ArtifactsRandomizer GitHub.