This commit is contained in:
StanislausCichocki
2025-06-30 11:18:49 +02:00
parent 83e6d7b559
commit 35e730fc4b
5 changed files with 222 additions and 0 deletions

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MyFirstMod/MyFirstMod.cs Normal file
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using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using LobbyCompatibility.Attributes;
using LobbyCompatibility.Enums;
namespace MyFirstMod;
[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
[BepInDependency("BMX.LobbyCompatibility", BepInDependency.DependencyFlags.HardDependency)]
[LobbyCompatibility(CompatibilityLevel.ClientOnly, VersionStrictness.None)]
public class MyFirstMod : BaseUnityPlugin
{
public static MyFirstMod Instance { get; private set; } = null!;
internal new static ManualLogSource Logger { get; private set; } = null!;
internal static Harmony? Harmony { get; set; }
private void Awake()
{
Logger = base.Logger;
Instance = this;
Patch();
Logger.LogInfo($"{MyPluginInfo.PLUGIN_GUID} v{MyPluginInfo.PLUGIN_VERSION} has loaded!");
}
internal static void Patch()
{
Harmony ??= new Harmony(MyPluginInfo.PLUGIN_GUID);
Logger.LogDebug("Patching...");
Harmony.PatchAll();
Logger.LogDebug("Finished patching!");
}
internal static void Unpatch()
{
Logger.LogDebug("Unpatching...");
Harmony?.UnpatchSelf();
Logger.LogDebug("Finished unpatching!");
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<!-- BepInEx Properties -->
<PropertyGroup>
<AssemblyName>LMod.MyFirstMod</AssemblyName>
<Product>MyFirstMod</Product>
<!-- Change to whatever version you're currently on. -->
<Version>1.0.0</Version>
</PropertyGroup>
<!-- Project Properties -->
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<RootNamespace>MyFirstMod</RootNamespace>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<!-- Enable Nullable for better IDE null-checking -->
<PropertyGroup>
<Nullable>enable</Nullable>
</PropertyGroup>
<!-- Set NuGet Sources -->
<PropertyGroup>
<RestoreAdditionalProjectSources>
https://api.nuget.org/v3/index.json;
https://nuget.bepinex.dev/v3/index.json
</RestoreAdditionalProjectSources>
</PropertyGroup>
<!-- Embed Debug Symbols for Easier Debugging -->
<PropertyGroup>
<DebugSymbols>true</DebugSymbols>
<DebugType>embedded</DebugType>
<!--
Trim the project path to prevent players from potentially
viewing Private Information in stack traces.
-->
<PathMap>$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)'))=./</PathMap>
</PropertyGroup>
<!-- Primary Package References -->
<ItemGroup>
<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all"/>
<PackageReference Include="BepInEx.Core" Version="5.*" PrivateAssets="all"/>
<PackageReference Include="BepInEx.PluginInfoProps" Version="2.*" PrivateAssets="all"/>
<PackageReference Include="LethalCompany.GameLibs.Steam" Version="*-*" PrivateAssets="all"/>
<PackageReference Include="UnityEngine.Modules" Version="2022.3.9" IncludeAssets="compile" PrivateAssets="all"/>
<PackageReference Include="TeamBMX.LobbyCompatibility" Version="1.*" PrivateAssets="all"/>
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all"/>
</ItemGroup>
</Project>

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using HarmonyLib;
namespace MyFirstMod.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);
}
}

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MyFirstMod/README.md Normal file
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# 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](https://semver.org/), 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:
```xml
<!-- BepInEx Properties -->
<PropertyGroup>
<AssemblyName>LMod.MyFirstMod</AssemblyName>
<Product>MyFirstMod</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:
```toml
[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](https://github.com/BepInEx/HarmonyX/wiki) and
[the Harmony docs](https://harmony.pardeike.net/).
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](https://harmony.pardeike.net/articles/patching.html) 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`:
```csharp
using HarmonyLib;
namespace MyFirstMod.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.