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# Mira API
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A thorough, but simple, Among Us modding API and utility library that covers:
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- Roles
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- Options
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- Modifiers
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@@ -13,6 +14,9 @@ A thorough, but simple, Among Us modding API and utility library that covers:
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- Events
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- Voting
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- Assets
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- Keybinds
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- Local Settings
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- Custom Game Over Conditions
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- Compatibility
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- ~~Game Modes~~ (coming soon)
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@@ -24,9 +28,10 @@ The result is a less intrusive, better modding API that covers general use cases
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# Usage
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To start using Mira API, you need to:
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1. Add a reference to Mira API either through a [DLL](https://github.com/All-Of-Us-Mods/MiraAPI/releases), project reference, or [NuGet package](https://www.nuget.org/packages/AllOfUs.MiraAPI).
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2. Add a BepInDependency on your plugin class like this: `[BepInDependency(MiraApiPlugin.Id)]`
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3. Implement the IMiraPlugin interface in your plugin class.
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3. Implement the `IMiraPlugin` interface on your plugin class.
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Mira API also depends on [Reactor](https://github.com/NuclearPowered/Reactor) to function properly!
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Remember to include it as a reference and `BepInDependency`!
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@@ -34,8 +39,10 @@ Remember to include it as a reference and `BepInDependency`!
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For a full example, see [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/ExamplePlugin.cs).
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## Recommended Project Structure
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It is highly recommended to follow this project structure when using Mira API to keep your code clean and organized.
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You can also view the Example Mod in this repository for some guidance.
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```
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MyMiraMod/
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├── Buttons/
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@@ -60,220 +67,21 @@ MyMiraMod/
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└── MyModAssets.cs
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```
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## Roles
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Roles are straightforward in Mira API. There are two things you need to do to create a custom role:
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1. Create a class that inherits from a base game role (like `CrewmateRole`, `ImpostorRole`, etc.)
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2. Implement the `ICustomRole` interface from Mira API.
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# Documentation
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**Disclaimer: Make sure your plugin class has the following attribute `[ReactorModFlags(ModFlags.RequireOnAllClients)]` or else your roles will not register correctly.**
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Full documentation for every Mira API feature is available on the **[wiki](https://github.com/All-Of-Us-Mods/MiraAPI/wiki)**:
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Note: For step 1, if you are making neutral roles,
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you can choose either `CrewmateRole` or `ImpostorRole`,
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or even `RoleBehaviour` if you are okay with starting from scratch.
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Mira API handles everything else, from adding the proper options to the settings menu,
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to managing the role assignment at the start of the game.
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There are no extra steps on the developer's part.
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See [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Roles/CustomRole.cs) for a code example.
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## Modifiers
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Mira API uses a different definition of 'modifiers' than other Among Us mods.
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For example, in Town Of Us, a modifier is an extra "ability" that is applied on top of the base role.
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However, in Mira API, modifiers are very flexible.
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A modifier is anything that "modifiers" a player's abilities or interactions.
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Mira provides three classes for working with modifiers:
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- `BaseModifier`: The base for every modifier. You MUST add and remove this modifier from a player manually!
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- `TimedModifier`: A modifier that has a time limit. This modifier has to be added manually, but will automatically remove itself after the time limit.
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- `GameModifier`: This works like the typical TOU modifier, where it is automatically applied at the beginning of the game, then removed at the end.
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Modifiers provide various overridable functions and properties for custom behavior.
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They can also be used for "tagging" a player.
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You can check if a player has a modifier through the extension method `HasModifier` on a `PlayerControl` object.
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To start using a modifier, pick one of the base classes above and create a class that inherits from it. Implement the properties and methods you would like, then add the `[RegisterModifier]` attribute to the class.
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An example Game modifier can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Modifiers/GameModifierExample.cs).
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An example Timer modifier can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Modifiers/ModifierTimerExample.cs).
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## Options
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Options are also simple in Mira API.
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Mira API handles all the hard work behind the scenes,
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so developers only have to follow a few steps to create their custom options.
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The Options API is split up into Groups and Options.
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Every Option needs to be in a Group.
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To create a group, you need to create a class that inherits from the `AbstractOptionGroup` abstract class.
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Groups contain some properties for developers to control,
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including `GroupName`, `GroupColor`, `GroupVisible`, and `OptionableType`.
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The full list of properties can be found in the `AbstractOptionGroup` class.
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Only the `GroupName` is required.
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Here is an example of a group class:
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```csharp
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public class MyOptionsGroup : AbstractOptionGroup
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{
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public override string GroupName => "My Options"; // this is required
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[ModdedNumberOption("My Number Option", min: 0, max: 10)]
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public float MyNumberOption { get; set; } = 5f;
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}
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```
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You can access any group class using the `OptionGroupSingleton` class like this:
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```csharp
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// MyOptionsGroup is a class that inherits from AbstractOptionGroup
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var myGroup = OptionGroupSingleton<MyOptionsGroup>.Instance; // gets the instance of the group
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Logger<MyPlugin>.Info(myGroup.MyNumberOption); // prints the value of the option to the console
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```
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Once you have an options group, there are two ways to make the actual options:
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- Use an Option Attribute with a property.
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- Create a ModdedOption property.
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### Option Attributes
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This is an example of using an Option Attribute on a property:
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```csharp
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// The first parameter is always the name of the option. The rest are dependent on the type of option.
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[ModdedNumberOption("Sussy level", min: 0, max: 10)]
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public float SussyLevel { get; set; } = 4f; // You can set a default value here.
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```
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Here are the available Option Attributes and their signatures:
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```csharp
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ModdedEnumOption(string name, Type enumType, string[]? values = null, Type? roleType = null)
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ModdedNumberOption(
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string name,
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float min,
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float max,
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float increment=1
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NumberSuffixes suffixType = NumberSuffixes.None,
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bool zeroInfinity = false,
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Type? roleType = null)
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ModdedToggleOption(string name, Type? roleType = null)
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```
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### ModdedOption Properties
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And this is an example of a ModdedOption property:
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```csharp
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public ModdedToggleOption YeezusAbility { get; } = new ModdedToggleOption("Yeezus Ability", false);
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```
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There are currently three types of ModdedOptions you can create:
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- `ModdedEnumOption`
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- `ModdedNumberOption`
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- `ModdedToggleOption`
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To see a full example of an option class,
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see [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Options/ExampleOptions.cs).
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### Role Options
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You can also specify a role type for an option or option group.
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To set the role type for an entire group, set the `OptionableType` property on that group like this:
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```csharp
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public class MyOptionsGroup : AbstractOptionGroup
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{
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public override string GroupName => "My Options";
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public override Type? OptionableType => typeof(MyRole); // this is the role that will have these options
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[ModdedNumberOption("Ability Uses", min: 0, max: 10)]
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public float AbilityUses { get; set; } = 5f;
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}
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```
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You can also use a modifier type for the `OptionableType` property.
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This will associate that option group with the specified modifier type
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and display it in the modifier options menu.
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An example can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Options/Roles/CustomRoleSettings.cs).
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## Custom Murders
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Mira API provides its own implementation for murders.
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Our implementation allows for more customization on kills, and helps bypass server checks.
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You can use `PlayerControl.RpcCustomMurder` to perform a networked custom murder, or `PlayerControl.CustomMurder` to normally perform a custom murder.
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For example:
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```cs
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PlayerControl.LocalPlayer.RpcCustomMurder(Target, createDeadBody: false, teleportMurderer: false, playKillSound: false, resetKillTimer: false, showKillAnim: false);
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```
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This will kill a player without creating a dead body and without teleporting the murderer.
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## Buttons
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Mira API provides a simple interface for adding ability buttons to the game.
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The only thing you need to do is create a class
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that inherits from the `CustomActionButton` class and implement the properties and methods.
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Mira API handles all other tasks and logic required to add the button to the game.
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In case you need to access your `CustomActionButton` instance from another class,
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you can use the `CustomButtonSingleton` class like this:
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```csharp
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var myButton = CustomButtonSingleton<MyCoolButton>.Instance;
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```
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The button API is straightforward, but provides a lot of flexibility.
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There are various methods you can override to customize the behavior of your button.
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See [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI/Hud/CustomActionButton.cs)
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for a full list of methods you can override.
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An example button can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Buttons/ExampleButton.cs).
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## Custom Colors
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Mira provides a simple Custom Color API that allows you to add custom player colors to the game.
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Creating custom colors isn't difficult, but there are some requirements for Mira to register your colors.
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1. Create a ***STATIC*** class to house all your `CustomColor` objects.
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2. Inside this class, create a `CustomColor` property for each color you intend to add.
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3. Add the `[RegisterCustomColors]` attribute to the class.
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Here is an example of a custom color class:
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```csharp
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[RegisterCustomColors]
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public static class MyCustomColors
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{
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public static CustomColor Cerulean { get; } = new CustomColor("Cerulean", new Color(0.0f, 0.48f, 0.65f));
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public static CustomColor Rose { get; } = new CustomColor("Rose", new Color(0.98f, 0.26f, 0.62f));
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public static CustomColor Gold { get; } = new CustomColor("Gold", new Color(1.0f, 0.84f, 0.0f));
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}
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```
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## Assets
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Mira API provides a simple, but expandable asset system.
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The core of the system is the `LoadableAsset<T>` class.
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This is a generic abstract class that provides a pattern for loading assets.
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Mira API comes with a few asset loaders:
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1. `LoadableBundleAsset<T>`: This is used for loading assets from AssetBundles.
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2. `LoadableAddressableAsset<T>`: This is used for loading assets from Addressables.
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3. `LoadableResourceAsset`: This is used for loading **only sprites** from the Embedded Resources within a mod.
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4. `LoadableAudioResourceAsset`: This is used for loading **only audio clips** from the Embedded Resources within a mod.
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The code below shows how to use an asset loaders:
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```csharp
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// Load a sprite from an AssetBundle
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AssetBundle bundle = AssetBundleManager.Load("MyBundle"); // AssetBundleManager is a utility provided by Reactor
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LoadableAsset<Sprite> mySpriteAsset = new LoadableBundleAsset<Sprite>("MySprite", bundle);
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Sprite sprite = mySpriteAsset.LoadAsset();
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// Load a sprite from an Embedded Resource
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// Make sure to set the Build Action of your image to Embedded Resource!
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LoadableAsset<Sprite> buttonAsset = new LoadableResourceAsset("ExampleMod.Resources.MyButton.png");
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Sprite button = buttonSpriteAsset.LoadAsset();
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```
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You can view an example file [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/ExampleAssets.cs).
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You can create your own asset loaders by inheriting from `LoadableAsset<T>` and implementing the `LoadAsset` method.
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- [Get Started / IMiraPlugin](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Home)
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- [Custom Roles](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Custom-Roles)
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- [Options](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Options)
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- [Modifiers](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Modifiers)
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- [Custom Buttons](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Custom-Buttons)
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- [Custom Colors](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Colors)
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- [Events](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Events)
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- [Meetings and Voting](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Meetings-and-Voting)
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- [Assets](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Assets)
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- [Keybinds](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Keybinds)
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- [Local Settings](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Local-Settings)
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- [Game Modes](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Game-Modes)
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- [Custom Game Over](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Game-Over)
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- [Utilities](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Utilities)
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