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add back examples
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using BepInEx.Configuration;
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using BepInEx.Unity.IL2CPP;
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namespace BetterAmongUs.Examples;
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/// <summary>
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/// Example event handler class demonstrating how to respond to BetterAmongUs events.
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/// This class must be instantiated and assigned to the BAUEvents field in the plugin.
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/// </summary>
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/// <remarks>
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/// Each method in this class corresponds to a different lifecycle event in BetterAmongUs.
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/// Methods are optional - only implement the ones your plugin needs.
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/// </remarks>
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internal class ModdedSupportBAUEventExample
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{
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/// <summary>
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/// Called when BetterAmongUs is loading. Can be used to prevent BAU from loading.
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/// </summary>
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/// <param name="bauPlugin">The BetterAmongUs plugin instance.</param>
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/// <returns>
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/// Return true to allow BAU to continue loading, or false to prevent BAU from loading.
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/// This can be useful if your plugin has compatibility issues with specific BAU versions.
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/// </returns>
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public bool OnBAULoad(BasePlugin bauPlugin)
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{
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return true;
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}
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/// <summary>
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/// Called when BetterAmongUs game options have been loaded.
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/// Allows plugins to read or modify BAU game options.
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/// </summary>
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/// <param name="options">
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/// Array of game options objects from BetterAmongUs.
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/// The exact type of these objects depends on BAU's internal implementation.
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/// Common option types to check for:
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/// <see cref="Modules.OptionItems.OptionItem"/>,
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/// <see cref="Modules.OptionItems.OptionItem{T}"/>,
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/// <see cref="Modules.OptionItems.OptionCheckboxItem"/>,
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/// <see cref="Modules.OptionItems.OptionFloatItem"/>,
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/// <see cref="Modules.OptionItems.OptionIntItem"/>,
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/// <see cref="Modules.OptionItems.OptionPercentItem"/>,
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/// <see cref="Modules.OptionItems.OptionPlayerItem"/>,
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/// <see cref="Modules.OptionItems.OptionStringItem"/>,
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/// </param>
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public void OnBAUOptionsLoaded(object[] options)
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{
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}
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/// <summary>
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/// Called when BetterAmongUs configuration entries have been loaded.
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/// Allows plugins to read or modify BAU's BepInEx configuration entries.
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/// </summary>
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/// <param name="configs">
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/// Array of BepInEx configuration entries from BetterAmongUs.
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/// These can be cast to ConfigEntry<T> to access their values.
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/// </param>
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/// <remarks>
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/// This is useful for plugins that need to interact with BAU's configuration,
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/// such as reading default values or adding validation to certain settings.
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/// </remarks>
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public void OnBAUConfigEntriesLoaded(ConfigEntryBase[] configs)
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{
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}
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}
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@@ -0,0 +1,39 @@
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using BepInEx.Unity.IL2CPP;
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namespace BetterAmongUs.Examples;
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/// <summary>
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/// Example plugin demonstrating how to integrate with BetterAmongUs modded support system.
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/// Shows the structure required for a plugin to declare BAU events and flags.
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/// </summary>
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/// <remarks>
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/// This example shows a minimal plugin that implements both event handlers and flags.
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/// In a real implementation, you would add your plugin's actual logic in the Load() method.
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/// </remarks>
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internal class ModdedSupportPluginExample : BasePlugin
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{
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/// <summary>
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/// Event handler instance for BetterAmongUs events.
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/// This field must be named exactly "BAUEvents" to be detected by the reflection system.
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/// </summary>
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public static ModdedSupportBAUEventExample BAUEvents = new();
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/// <summary>
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/// Array of flags to control BetterAmongUs behavior.
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/// This field must be named exactly "BAUFlags" to be detected by the reflection system.
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/// </summary>
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/// <remarks>
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/// Flags can disable specific BAU features or modify its behavior.
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/// See <see cref="Modules.Support.BAUModdedSupportFlags"/> for available flag constants.
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/// </remarks>
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public static string[] BAUFlags = [];
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/// <summary>
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/// Main plugin load method.
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/// In a real implementation, this is where your plugin initialization would occur.
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/// </summary>
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public override void Load()
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{
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// Plugin initialization logic would go here
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}
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}
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