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+2
-2
@@ -1,8 +1,8 @@
|
||||
<Project>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Reactor" Version="2.3.1" />
|
||||
<PackageReference Include="Reactor" Version="2.5.0-ci.371" />
|
||||
<PackageReference Include="BepInEx.Unity.IL2CPP" Version="6.0.0-be.735" Private="false" ExcludeAssets="runtime;native" />
|
||||
<PackageReference Include="AmongUs.GameLibs.Steam" Version="2025.10.14" PrivateAssets="all" />
|
||||
<PackageReference Include="AmongUs.GameLibs.Steam" Version="2026.3.31" PrivateAssets="all" />
|
||||
|
||||
<PackageReference Include="BepInEx.AutoPlugin" Version="1.1.0" PrivateAssets="all" />
|
||||
<PackageReference Include="BepInEx.IL2CPP.MSBuild" Version="2.1.0-rc.1" PrivateAssets="all" ExcludeAssets="runtime" />
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
<RestorePackagesWithLockFile>true</RestorePackagesWithLockFile>
|
||||
|
||||
<VersionPrefix>0.3.8</VersionPrefix>
|
||||
<VersionPrefix>0.4.0</VersionPrefix>
|
||||
<VersionSuffix>dev</VersionSuffix>
|
||||
|
||||
<Authors>All Of Us, XtraCube, Angxl</Authors>
|
||||
|
||||
@@ -7,10 +7,12 @@ using Assets.CoreScripts;
|
||||
using BepInEx.Unity.IL2CPP.Utils;
|
||||
using MiraAPI.Events;
|
||||
using MiraAPI.Events.Vanilla.Gameplay;
|
||||
using MiraAPI.Utilities;
|
||||
using Reactor.Networking.Attributes;
|
||||
using Reactor.Networking.Rpc;
|
||||
using Reactor.Utilities;
|
||||
using Reactor.Utilities.Extensions;
|
||||
using Rewired;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
@@ -22,7 +24,7 @@ namespace MiraAPI.Networking;
|
||||
public static class CustomMurderRpc
|
||||
{
|
||||
/// <summary>
|
||||
/// Networked Custom Murder method.
|
||||
/// Networked Custom Murder method, ran by clients for the host to confirm kills.
|
||||
/// </summary>
|
||||
/// <param name="source">The killer.</param>
|
||||
/// <param name="target">The player to murder.</param>
|
||||
@@ -54,7 +56,7 @@ public static class CustomMurderRpc
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Networked Custom Murder method, which checks for meetings as well.
|
||||
/// Networked Custom Murder method, which checks for meetings as well, ran by clients for the host to confirm kills.
|
||||
/// </summary>
|
||||
/// <param name="source">The killer.</param>
|
||||
/// <param name="target">The player to murder.</param>
|
||||
@@ -91,11 +93,68 @@ public static class CustomMurderRpc
|
||||
beforeMurderEvent.Cancel();
|
||||
}
|
||||
|
||||
if (beforeMurderEvent.IsCancelled)
|
||||
if (target.ProtectedByGa())
|
||||
{
|
||||
beforeMurderEvent.Cancel();
|
||||
murderResultFlags = MurderResultFlags.FailedProtected;
|
||||
}
|
||||
else if (beforeMurderEvent.IsCancelled)
|
||||
{
|
||||
murderResultFlags = MurderResultFlags.FailedError;
|
||||
}
|
||||
|
||||
if (beforeMurderEvent.IsCancelled && source.AmOwner)
|
||||
{
|
||||
source.isKilling = true;
|
||||
}
|
||||
|
||||
if (!PlayerControl.LocalPlayer.IsHost())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RpcConfirmCustomMurder(
|
||||
PlayerControl.LocalPlayer,
|
||||
source,
|
||||
target,
|
||||
murderResultFlags,
|
||||
resetKillTimer,
|
||||
createDeadBody,
|
||||
teleportMurderer,
|
||||
showKillAnim,
|
||||
playKillSound);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Networked Custom Murder method, which checks for meetings as well, ran by clients for the host to confirm kills.
|
||||
/// </summary>
|
||||
/// <param name="host">The game host.</param>
|
||||
/// <param name="source">The killer.</param>
|
||||
/// <param name="target">The player to murder.</param>
|
||||
/// <param name="murderResultFlags">End result for the murder.</param>
|
||||
/// <param name="resetKillTimer">Should the kill timer be reset.</param>
|
||||
/// <param name="createDeadBody">Should a dead body be created.</param>
|
||||
/// <param name="teleportMurderer">Should the killer be snapped to the dead player.</param>
|
||||
/// <param name="showKillAnim">Should the kill animation be shown.</param>
|
||||
/// <param name="playKillSound">Should the kill sound be played.</param>
|
||||
[MethodRpc((uint)MiraRpc.ConfirmCustomMurder, LocalHandling = RpcLocalHandling.After)]
|
||||
public static void RpcConfirmCustomMurder(
|
||||
this PlayerControl host,
|
||||
PlayerControl source,
|
||||
PlayerControl target,
|
||||
MurderResultFlags murderResultFlags,
|
||||
bool resetKillTimer = true,
|
||||
bool createDeadBody = true,
|
||||
bool teleportMurderer = true,
|
||||
bool showKillAnim = true,
|
||||
bool playKillSound = true)
|
||||
{
|
||||
if (LobbyBehaviour.Instance || !host.IsHost() || target.Data.IsDead || target.Data.Disconnected)
|
||||
{
|
||||
source.isKilling = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var murderResultFlags2 = MurderResultFlags.DecisionByHost | murderResultFlags;
|
||||
|
||||
source.CustomMurder(
|
||||
@@ -234,7 +293,7 @@ public static class CustomMurderRpc
|
||||
source.CurrentOutfitType == PlayerOutfitType.Shapeshifted,
|
||||
source.shapeshiftTargetPlayerId,
|
||||
target.PlayerId);
|
||||
source.MyPhysics.StartCoroutine(source.KillAnimations.Random()?.CoPerformCustomKill(source, target, createDeadBody, teleportMurderer));
|
||||
source.MyPhysics.StartCoroutine(source.KillAnimations.RandomSnapshot().CoPerformCustomKill(source, target, createDeadBody, teleportMurderer));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -35,6 +35,11 @@ public enum MiraRpc : uint
|
||||
/// </summary>
|
||||
CustomMurder,
|
||||
|
||||
/// <summary>
|
||||
/// Custom Murder RPC Confirmation.
|
||||
/// </summary>
|
||||
ConfirmCustomMurder,
|
||||
|
||||
/// <summary>
|
||||
/// Custom Game Over RPC.
|
||||
/// </summary>
|
||||
|
||||
@@ -16,8 +16,15 @@ public static class OptionsMenuBehaviourPatch
|
||||
private static void OpenPostfix(OptionsMenuBehaviour __instance)
|
||||
{
|
||||
_remap_rollover = GameObject.Find("Remap Controls")?.GetComponent<ButtonRolloverHandler>()!;
|
||||
_remap_background = _remap_rollover.transform.FindChild("Background").GetComponent<SpriteRenderer>();
|
||||
_remap_background.color = _conflicts ? Color.red : Color.white;
|
||||
try
|
||||
{
|
||||
_remap_background = _remap_rollover.transform.FindChild("Background").GetComponent<SpriteRenderer>();
|
||||
_remap_background.color = _conflicts ? Color.red : Color.white;
|
||||
}
|
||||
catch
|
||||
{
|
||||
// ignored, this normally breaks when on mobile since there's no remap button screen.
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using HarmonyLib;
|
||||
using System.Collections;
|
||||
using HarmonyLib;
|
||||
using MiraAPI.LocalSettings;
|
||||
using MiraAPI.Utilities.Assets;
|
||||
using Reactor.Utilities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MiraAPI.Patches.Menu;
|
||||
@@ -19,6 +21,14 @@ public static class MainMenuManagerPatches
|
||||
public static void AwakePostfix()
|
||||
{
|
||||
AddressablesLoader.LoadAll();
|
||||
Coroutines.Start(SetFps());
|
||||
}
|
||||
|
||||
private static IEnumerator SetFps()
|
||||
{
|
||||
Application.targetFrameRate = (int)LocalSettingsTabSingleton<MiraApiSettings>.Instance.SetFpsSlider.Value;
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
Application.targetFrameRate = (int)LocalSettingsTabSingleton<MiraApiSettings>.Instance.SetFpsSlider.Value;
|
||||
}
|
||||
}
|
||||
@@ -210,12 +210,19 @@ public static class LobbyViewPanePatches
|
||||
list.Add(roleBehaviour);
|
||||
}
|
||||
|
||||
var color = (i == 0) ? Palette.CrewmateRoleBlue : Palette.ImpostorRoleRed;
|
||||
if (roleBehaviour is ICustomRole custom && (custom.Team is not ModdedRoleTeams.Crewmate &&
|
||||
custom.Team is not ModdedRoleTeams.Impostor))
|
||||
{
|
||||
color = Color.grey;
|
||||
}
|
||||
|
||||
viewSettingsInfoPanelRoleVariant.SetInfo(
|
||||
roleBehaviour.NiceName,
|
||||
numPerGame,
|
||||
chancePerGame,
|
||||
61,
|
||||
(i == 0) ? Palette.CrewmateRoleBlue : Palette.ImpostorRoleRed,
|
||||
color,
|
||||
roleBehaviour.RoleIconSolid,
|
||||
i == 0,
|
||||
flag);
|
||||
@@ -513,6 +520,34 @@ public static class LobbyViewPanePatches
|
||||
instance.scrollBar.SetYBoundsMax(-num);
|
||||
}
|
||||
|
||||
public static void SetModdedHeader(this CategoryHeaderRoleVariant header, StringNames roleName, int maskLayer, ModdedRoleTeams team, Sprite? roleIcon = null)
|
||||
{
|
||||
header.SetHeader(roleName, maskLayer);
|
||||
if (team is ModdedRoleTeams.Crewmate)
|
||||
{
|
||||
header.Background.color = Palette.CrewmateRoleHeaderBlue;
|
||||
header.Divider.color = Palette.CrewmateRoleHeaderBlue;
|
||||
header.Title.color = Palette.CrewmateRoleHeaderTextBlue;
|
||||
}
|
||||
else if (team is ModdedRoleTeams.Impostor)
|
||||
{
|
||||
header.Background.color = Palette.ImpostorRoleHeaderRed;
|
||||
header.Divider.color = Palette.ImpostorRoleHeaderRed;
|
||||
header.Title.color = Palette.ImpostorRoleHeaderTextRed;
|
||||
}
|
||||
else
|
||||
{
|
||||
header.Background.color = Color.grey;
|
||||
header.Divider.color = Color.grey;
|
||||
header.Title.color = new Color32(50, 50, 50, 255);
|
||||
}
|
||||
if (roleIcon != null && header.icon != null)
|
||||
{
|
||||
header.icon.material.SetInt(PlayerMaterial.MaskLayer, maskLayer);
|
||||
header.icon.sprite = roleIcon;
|
||||
}
|
||||
}
|
||||
|
||||
private static float SetUpAdvancedRoleViewPanel(
|
||||
AdvancedRoleViewPanel viewPanel,
|
||||
Type roleType,
|
||||
@@ -536,10 +571,10 @@ public static class LobbyViewPanePatches
|
||||
return 0;
|
||||
}
|
||||
|
||||
viewPanel.header.SetHeader(
|
||||
viewPanel.header.SetModdedHeader(
|
||||
role.StringName,
|
||||
maskLayer,
|
||||
role.TeamType == RoleTeamTypes.Crewmate,
|
||||
customRole.Team,
|
||||
customRole.Configuration.Icon != null ? customRole.Configuration.Icon.LoadAsset() : MiraAssets.Empty.LoadAsset());
|
||||
viewPanel.header.icon.transform.localScale = new Vector3(0.465f, 0.465f, 1f);
|
||||
viewPanel.divider.material.SetInt(PlayerMaterial.MaskLayer, maskLayer);
|
||||
|
||||
@@ -6,6 +6,7 @@ using System.Linq;
|
||||
using System.Reflection;
|
||||
using BepInEx.Configuration;
|
||||
using BepInEx.Unity.IL2CPP;
|
||||
using HarmonyLib;
|
||||
using MiraAPI.Colors;
|
||||
using MiraAPI.Events;
|
||||
using MiraAPI.GameEnd;
|
||||
@@ -21,7 +22,6 @@ using MiraAPI.Roles;
|
||||
using MiraAPI.Utilities;
|
||||
using Reactor.Networking;
|
||||
using Reactor.Utilities;
|
||||
using Rewired;
|
||||
|
||||
namespace MiraAPI.PluginLoading;
|
||||
|
||||
@@ -60,7 +60,7 @@ public sealed class MiraPluginManager
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var method in type.GetMethods())
|
||||
foreach (var method in AccessTools.GetDeclaredMethods(type))
|
||||
{
|
||||
var eventAttribute = method.GetCustomAttribute<RegisterEventAttribute>();
|
||||
if (eventAttribute == null)
|
||||
|
||||
@@ -132,6 +132,31 @@ public static class Extensions
|
||||
button.SetCooldownFill(num);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a random element from the specified sequence.
|
||||
/// </summary>
|
||||
/// <param name="input">
|
||||
/// The sequence to select an element from.
|
||||
/// </param>
|
||||
/// <typeparam name="T">
|
||||
/// The type of elements in the sequence.
|
||||
/// </typeparam>
|
||||
/// <returns>
|
||||
/// A randomly selected element from <paramref name="input"/>.
|
||||
/// </returns>
|
||||
/// <exception cref="InvalidOperationException">
|
||||
/// Thrown when <paramref name="input"/> is empty.
|
||||
/// </exception>
|
||||
public static T RandomSnapshot<T>(this IEnumerable<T> input)
|
||||
{
|
||||
var list = input.ToList();
|
||||
|
||||
if (list.Count == 0)
|
||||
throw new InvalidOperationException("Cannot get random element from an empty collection.");
|
||||
|
||||
return list[UnityEngine.Random.Range(0, list.Count)];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a PlayerControl from their PlayerVoteArea in a meeting.
|
||||
/// </summary>
|
||||
@@ -156,6 +181,16 @@ public static class Extensions
|
||||
return TutorialManager.InstanceExists || AmongUsClient.Instance.HostId == playerControl.OwnerId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a PlayerControl is protected by a Guardian Angel.
|
||||
/// </summary>
|
||||
/// <param name="playerControl">The player you're checking for.</param>
|
||||
/// <returns>If the player is protected, true, else false.</returns>
|
||||
public static bool ProtectedByGa(this PlayerControl playerControl)
|
||||
{
|
||||
return playerControl.protectedByGuardianId > -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to convert a System.Collections.Generic.List to Il2cppSystem.
|
||||
/// </summary>
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using HarmonyLib;
|
||||
using Il2CppInterop.Runtime.InteropTypes;
|
||||
using Object = Il2CppSystem.Object;
|
||||
|
||||
namespace MiraAPI.Utilities;
|
||||
|
||||
@@ -17,6 +18,7 @@ public class StateMachineWrapper<T> where T : Il2CppObjectBase
|
||||
// normally it is fields, but IL2CPP turns them into properties
|
||||
private readonly PropertyInfo _thisProperty;
|
||||
private readonly PropertyInfo _stateProperty;
|
||||
private readonly PropertyInfo _currentProperty;
|
||||
private readonly Dictionary<string, PropertyInfo> _propertyCache;
|
||||
|
||||
private T? _parentInstance;
|
||||
@@ -37,8 +39,9 @@ public class StateMachineWrapper<T> where T : Il2CppObjectBase
|
||||
var type = _stateMachine.GetType();
|
||||
_thisProperty = AccessTools.Property(type, "__4__this");
|
||||
_stateProperty = AccessTools.Property(type, "__1__state");
|
||||
_currentProperty = AccessTools.Property(type, "__2__current");
|
||||
|
||||
if (_thisProperty == null || _stateProperty == null)
|
||||
if (_thisProperty == null || _stateProperty == null || _currentProperty == null)
|
||||
{
|
||||
throw new MissingMemberException($"Could not find required properties in type '{type}'.");
|
||||
}
|
||||
@@ -52,6 +55,18 @@ public class StateMachineWrapper<T> where T : Il2CppObjectBase
|
||||
/// <returns>The current state as an integer.</returns>
|
||||
public int GetState() => (int)_stateProperty.GetValue(_stateMachine)!;
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current state of the state machine.
|
||||
/// </summary>
|
||||
/// <param name="newState">The new state to use.</param>
|
||||
public void SetState(int newState) => _stateProperty.SetValue(_stateMachine, newState);
|
||||
|
||||
/// <summary>
|
||||
/// Sets the newest yield return of the state machine.
|
||||
/// </summary>
|
||||
/// <param name="newReturn">The new return to use.</param>
|
||||
public void SetRecentReturn(Object newReturn) => _currentProperty.SetValue(_stateMachine, newReturn);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a parameter from the state machine by its name.
|
||||
/// </summary>
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
# Mira API
|
||||
|
||||
A thorough, but simple, Among Us modding API and utility library that covers:
|
||||
|
||||
- Roles
|
||||
- Options
|
||||
- Modifiers
|
||||
@@ -13,6 +14,9 @@ A thorough, but simple, Among Us modding API and utility library that covers:
|
||||
- Events
|
||||
- Voting
|
||||
- Assets
|
||||
- Keybinds
|
||||
- Local Settings
|
||||
- Custom Game Over Conditions
|
||||
- Compatibility
|
||||
- ~~Game Modes~~ (coming soon)
|
||||
|
||||
@@ -24,9 +28,10 @@ The result is a less intrusive, better modding API that covers general use cases
|
||||
# Usage
|
||||
|
||||
To start using Mira API, you need to:
|
||||
|
||||
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).
|
||||
2. Add a BepInDependency on your plugin class like this: `[BepInDependency(MiraApiPlugin.Id)]`
|
||||
3. Implement the IMiraPlugin interface in your plugin class.
|
||||
3. Implement the `IMiraPlugin` interface on your plugin class.
|
||||
|
||||
Mira API also depends on [Reactor](https://github.com/NuclearPowered/Reactor) to function properly!
|
||||
Remember to include it as a reference and `BepInDependency`!
|
||||
@@ -34,8 +39,10 @@ Remember to include it as a reference and `BepInDependency`!
|
||||
For a full example, see [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/ExamplePlugin.cs).
|
||||
|
||||
## Recommended Project Structure
|
||||
|
||||
It is highly recommended to follow this project structure when using Mira API to keep your code clean and organized.
|
||||
You can also view the Example Mod in this repository for some guidance.
|
||||
|
||||
```
|
||||
MyMiraMod/
|
||||
├── Buttons/
|
||||
@@ -60,220 +67,21 @@ MyMiraMod/
|
||||
└── MyModAssets.cs
|
||||
```
|
||||
|
||||
## Roles
|
||||
Roles are straightforward in Mira API. There are two things you need to do to create a custom role:
|
||||
1. Create a class that inherits from a base game role (like `CrewmateRole`, `ImpostorRole`, etc.)
|
||||
2. Implement the `ICustomRole` interface from Mira API.
|
||||
# Documentation
|
||||
|
||||
**Disclaimer: Make sure your plugin class has the following attribute `[ReactorModFlags(ModFlags.RequireOnAllClients)]` or else your roles will not register correctly.**
|
||||
Full documentation for every Mira API feature is available on the **[wiki](https://github.com/All-Of-Us-Mods/MiraAPI/wiki)**:
|
||||
|
||||
Note: For step 1, if you are making neutral roles,
|
||||
you can choose either `CrewmateRole` or `ImpostorRole`,
|
||||
or even `RoleBehaviour` if you are okay with starting from scratch.
|
||||
|
||||
Mira API handles everything else, from adding the proper options to the settings menu,
|
||||
to managing the role assignment at the start of the game.
|
||||
There are no extra steps on the developer's part.
|
||||
|
||||
See [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Roles/CustomRole.cs) for a code example.
|
||||
|
||||
## Modifiers
|
||||
Mira API uses a different definition of 'modifiers' than other Among Us mods.
|
||||
For example, in Town Of Us, a modifier is an extra "ability" that is applied on top of the base role.
|
||||
However, in Mira API, modifiers are very flexible.
|
||||
A modifier is anything that "modifiers" a player's abilities or interactions.
|
||||
|
||||
Mira provides three classes for working with modifiers:
|
||||
- `BaseModifier`: The base for every modifier. You MUST add and remove this modifier from a player manually!
|
||||
- `TimedModifier`: A modifier that has a time limit. This modifier has to be added manually, but will automatically remove itself after the time limit.
|
||||
- `GameModifier`: This works like the typical TOU modifier, where it is automatically applied at the beginning of the game, then removed at the end.
|
||||
|
||||
Modifiers provide various overridable functions and properties for custom behavior.
|
||||
They can also be used for "tagging" a player.
|
||||
You can check if a player has a modifier through the extension method `HasModifier` on a `PlayerControl` object.
|
||||
|
||||
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.
|
||||
|
||||
An example Game modifier can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Modifiers/GameModifierExample.cs).
|
||||
An example Timer modifier can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Modifiers/ModifierTimerExample.cs).
|
||||
|
||||
## Options
|
||||
Options are also simple in Mira API.
|
||||
Mira API handles all the hard work behind the scenes,
|
||||
so developers only have to follow a few steps to create their custom options.
|
||||
The Options API is split up into Groups and Options.
|
||||
Every Option needs to be in a Group.
|
||||
|
||||
To create a group, you need to create a class that inherits from the `AbstractOptionGroup` abstract class.
|
||||
Groups contain some properties for developers to control,
|
||||
including `GroupName`, `GroupColor`, `GroupVisible`, and `OptionableType`.
|
||||
The full list of properties can be found in the `AbstractOptionGroup` class.
|
||||
Only the `GroupName` is required.
|
||||
|
||||
Here is an example of a group class:
|
||||
```csharp
|
||||
public class MyOptionsGroup : AbstractOptionGroup
|
||||
{
|
||||
public override string GroupName => "My Options"; // this is required
|
||||
|
||||
[ModdedNumberOption("My Number Option", min: 0, max: 10)]
|
||||
public float MyNumberOption { get; set; } = 5f;
|
||||
}
|
||||
```
|
||||
|
||||
You can access any group class using the `OptionGroupSingleton` class like this:
|
||||
```csharp
|
||||
// MyOptionsGroup is a class that inherits from AbstractOptionGroup
|
||||
var myGroup = OptionGroupSingleton<MyOptionsGroup>.Instance; // gets the instance of the group
|
||||
Logger<MyPlugin>.Info(myGroup.MyNumberOption); // prints the value of the option to the console
|
||||
```
|
||||
|
||||
Once you have an options group, there are two ways to make the actual options:
|
||||
- Use an Option Attribute with a property.
|
||||
- Create a ModdedOption property.
|
||||
|
||||
### Option Attributes
|
||||
|
||||
This is an example of using an Option Attribute on a property:
|
||||
```csharp
|
||||
// The first parameter is always the name of the option. The rest are dependent on the type of option.
|
||||
[ModdedNumberOption("Sussy level", min: 0, max: 10)]
|
||||
public float SussyLevel { get; set; } = 4f; // You can set a default value here.
|
||||
```
|
||||
|
||||
Here are the available Option Attributes and their signatures:
|
||||
```csharp
|
||||
ModdedEnumOption(string name, Type enumType, string[]? values = null, Type? roleType = null)
|
||||
|
||||
ModdedNumberOption(
|
||||
string name,
|
||||
float min,
|
||||
float max,
|
||||
float increment=1
|
||||
NumberSuffixes suffixType = NumberSuffixes.None,
|
||||
bool zeroInfinity = false,
|
||||
Type? roleType = null)
|
||||
|
||||
ModdedToggleOption(string name, Type? roleType = null)
|
||||
```
|
||||
|
||||
### ModdedOption Properties
|
||||
|
||||
And this is an example of a ModdedOption property:
|
||||
```csharp
|
||||
public ModdedToggleOption YeezusAbility { get; } = new ModdedToggleOption("Yeezus Ability", false);
|
||||
```
|
||||
|
||||
There are currently three types of ModdedOptions you can create:
|
||||
- `ModdedEnumOption`
|
||||
- `ModdedNumberOption`
|
||||
- `ModdedToggleOption`
|
||||
|
||||
To see a full example of an option class,
|
||||
see [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Options/ExampleOptions.cs).
|
||||
|
||||
### Role Options
|
||||
|
||||
You can also specify a role type for an option or option group.
|
||||
|
||||
To set the role type for an entire group, set the `OptionableType` property on that group like this:
|
||||
```csharp
|
||||
public class MyOptionsGroup : AbstractOptionGroup
|
||||
{
|
||||
public override string GroupName => "My Options";
|
||||
public override Type? OptionableType => typeof(MyRole); // this is the role that will have these options
|
||||
|
||||
[ModdedNumberOption("Ability Uses", min: 0, max: 10)]
|
||||
public float AbilityUses { get; set; } = 5f;
|
||||
}
|
||||
```
|
||||
|
||||
You can also use a modifier type for the `OptionableType` property.
|
||||
This will associate that option group with the specified modifier type
|
||||
and display it in the modifier options menu.
|
||||
|
||||
An example can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Options/Roles/CustomRoleSettings.cs).
|
||||
|
||||
## Custom Murders
|
||||
Mira API provides its own implementation for murders.
|
||||
Our implementation allows for more customization on kills, and helps bypass server checks.
|
||||
You can use `PlayerControl.RpcCustomMurder` to perform a networked custom murder, or `PlayerControl.CustomMurder` to normally perform a custom murder.
|
||||
For example:
|
||||
```cs
|
||||
PlayerControl.LocalPlayer.RpcCustomMurder(Target, createDeadBody: false, teleportMurderer: false, playKillSound: false, resetKillTimer: false, showKillAnim: false);
|
||||
```
|
||||
This will kill a player without creating a dead body and without teleporting the murderer.
|
||||
|
||||
## Buttons
|
||||
|
||||
Mira API provides a simple interface for adding ability buttons to the game.
|
||||
|
||||
The only thing you need to do is create a class
|
||||
that inherits from the `CustomActionButton` class and implement the properties and methods.
|
||||
|
||||
Mira API handles all other tasks and logic required to add the button to the game.
|
||||
|
||||
In case you need to access your `CustomActionButton` instance from another class,
|
||||
you can use the `CustomButtonSingleton` class like this:
|
||||
```csharp
|
||||
var myButton = CustomButtonSingleton<MyCoolButton>.Instance;
|
||||
```
|
||||
|
||||
The button API is straightforward, but provides a lot of flexibility.
|
||||
There are various methods you can override to customize the behavior of your button.
|
||||
See [this file](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI/Hud/CustomActionButton.cs)
|
||||
for a full list of methods you can override.
|
||||
|
||||
An example button can be found [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/Buttons/ExampleButton.cs).
|
||||
|
||||
## Custom Colors
|
||||
|
||||
Mira provides a simple Custom Color API that allows you to add custom player colors to the game.
|
||||
|
||||
Creating custom colors isn't difficult, but there are some requirements for Mira to register your colors.
|
||||
|
||||
1. Create a ***STATIC*** class to house all your `CustomColor` objects.
|
||||
2. Inside this class, create a `CustomColor` property for each color you intend to add.
|
||||
3. Add the `[RegisterCustomColors]` attribute to the class.
|
||||
|
||||
Here is an example of a custom color class:
|
||||
```csharp
|
||||
[RegisterCustomColors]
|
||||
public static class MyCustomColors
|
||||
{
|
||||
public static CustomColor Cerulean { get; } = new CustomColor("Cerulean", new Color(0.0f, 0.48f, 0.65f));
|
||||
|
||||
public static CustomColor Rose { get; } = new CustomColor("Rose", new Color(0.98f, 0.26f, 0.62f));
|
||||
|
||||
public static CustomColor Gold { get; } = new CustomColor("Gold", new Color(1.0f, 0.84f, 0.0f));
|
||||
}
|
||||
```
|
||||
|
||||
## Assets
|
||||
|
||||
Mira API provides a simple, but expandable asset system.
|
||||
The core of the system is the `LoadableAsset<T>` class.
|
||||
This is a generic abstract class that provides a pattern for loading assets.
|
||||
|
||||
Mira API comes with a few asset loaders:
|
||||
1. `LoadableBundleAsset<T>`: This is used for loading assets from AssetBundles.
|
||||
2. `LoadableAddressableAsset<T>`: This is used for loading assets from Addressables.
|
||||
3. `LoadableResourceAsset`: This is used for loading **only sprites** from the Embedded Resources within a mod.
|
||||
4. `LoadableAudioResourceAsset`: This is used for loading **only audio clips** from the Embedded Resources within a mod.
|
||||
|
||||
The code below shows how to use an asset loaders:
|
||||
```csharp
|
||||
// Load a sprite from an AssetBundle
|
||||
AssetBundle bundle = AssetBundleManager.Load("MyBundle"); // AssetBundleManager is a utility provided by Reactor
|
||||
LoadableAsset<Sprite> mySpriteAsset = new LoadableBundleAsset<Sprite>("MySprite", bundle);
|
||||
Sprite sprite = mySpriteAsset.LoadAsset();
|
||||
|
||||
// Load a sprite from an Embedded Resource
|
||||
// Make sure to set the Build Action of your image to Embedded Resource!
|
||||
LoadableAsset<Sprite> buttonAsset = new LoadableResourceAsset("ExampleMod.Resources.MyButton.png");
|
||||
Sprite button = buttonSpriteAsset.LoadAsset();
|
||||
```
|
||||
|
||||
You can view an example file [here](https://github.com/All-Of-Us-Mods/MiraAPI/blob/master/MiraAPI.Example/ExampleAssets.cs).
|
||||
|
||||
You can create your own asset loaders by inheriting from `LoadableAsset<T>` and implementing the `LoadAsset` method.
|
||||
- [Get Started / IMiraPlugin](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Home)
|
||||
- [Custom Roles](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Custom-Roles)
|
||||
- [Options](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Options)
|
||||
- [Modifiers](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Modifiers)
|
||||
- [Custom Buttons](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Custom-Buttons)
|
||||
- [Custom Colors](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Colors)
|
||||
- [Events](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Events)
|
||||
- [Meetings and Voting](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Meetings-and-Voting)
|
||||
- [Assets](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Assets)
|
||||
- [Keybinds](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Keybinds)
|
||||
- [Local Settings](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Local-Settings)
|
||||
- [Game Modes](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Game-Modes)
|
||||
- [Custom Game Over](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Game-Over)
|
||||
- [Utilities](https://github.com/All-Of-Us-Mods/MiraAPI/wiki/Utilities)
|
||||
Binary file not shown.
Reference in new issue
Block a user