Update Setup
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Setup.md
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Setup.md
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This guide is to setup DungeonGenerationPlus into your Unity project and interior mod. [See here](https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/wiki/Quick-Setup) to setting up multiple main paths.
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This guide is to setup DungeonGenerationPlus into your Unity project and interior mod. [See here](https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/wiki/Quick-Setup) to setting up multiple main paths.
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### Setting up the plugin in your Unity project
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## Setting up the plugin in your Unity project
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Download the `DunGenPlus.dll` through Thunderstore or through this Github repository. Drag and drop the `.dll` file into your interior Unity project. This mod also requires the [LethalLevelLoader](https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/) plugin to be installed in your Unity project. With just those simple steps, the mod is installed. You can now setup and use this mod's features.
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Download the `DunGenPlus.dll` through Thunderstore or through this Github repository. Drag and drop the `.dll` file into your interior Unity project. This mod also requires the [LethalLevelLoader](https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/) plugin to be installed in your Unity project. With just those simple steps, the mod is installed. You can now setup and use this mod's features.
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@ -8,7 +8,7 @@ This goes without saying, this mod also requires the DungeonGenerationPlus mod t
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If you'd like to use this mod's API and callback features, reference the same `DunGenPlus.dll` file in your code project thing what do you call that?
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If you'd like to use this mod's API and callback features, reference the same `DunGenPlus.dll` file in your code project thing what do you call that?
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### Setting up the DunGenExtender asset
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## Setting up the DunGenExtender asset
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Inside the Project tab, right click to open the Assets tab. Select `Create/DunGenExtender` to create the `DunGenExtender` asset. Inside that asset, reference the `DungeonFlow` that will be linked to this Extender asset. Finally, set it's AssetBundle name to the same one as your interior's asset, `DungeonFlow` or `ExtendedDungeonFlow` whichever it may be.
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Inside the Project tab, right click to open the Assets tab. Select `Create/DunGenExtender` to create the `DunGenExtender` asset. Inside that asset, reference the `DungeonFlow` that will be linked to this Extender asset. Finally, set it's AssetBundle name to the same one as your interior's asset, `DungeonFlow` or `ExtendedDungeonFlow` whichever it may be.
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@ -26,7 +26,7 @@ After any of the two previous steps, verify that the Extender was registered by
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![](https://i.imgur.com/yVUBkPj.png)
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![](https://i.imgur.com/yVUBkPj.png)
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### Setting up the API Callbacks
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## Setting up the API Callbacks
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After your interior is selected but before it is generated, a shallow copy of the DunGenExtender's properties is passed to an event caller thing. You can register a function call to this event caller thing to modify the properties before they are used. This is useful if you have configs for your dungeon's generation. The following is a code example of how to register a function call and how you may want to use it.
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After your interior is selected but before it is generated, a shallow copy of the DunGenExtender's properties is passed to an event caller thing. You can register a function call to this event caller thing to modify the properties before they are used. This is useful if you have configs for your dungeon's generation. The following is a code example of how to register a function call and how you may want to use it.
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