Update Setup

Raphtalia 2024-07-26 05:54:19 +00:00
parent def8c0dce9
commit bea9336807
1 changed files with 5 additions and 1 deletions

@ -10,7 +10,9 @@ If you'd like to use this mod's API and callback features, reference the same `D
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.
If you are creating a `.lethalbundle` asset to be automatically handled by LethalLevelLoader, then that's it. The DungeonGenerationPlus mod will automatically extract and read the `DunGenExtender` asset from the `.lethalbundle` asset when the game runs.
![](https://i.imgur.com/a010wJr.png)
If you are creating a `.lethalbundle` asset to be automatically handled by LethalLevelLoader, then that's it. The DungeonGenerationPlus mod will automatically extract and load the `DunGenExtender` asset from the `.lethalbundle` asset when the game runs.
If you are loading the asset manually, you must register the 'DunGenExtender' asset manually through the API. The following is a code example of how you may want to do it.
```cs
@ -20,6 +22,8 @@ DunGenPlus.API.AddDunGenExtender(dungeon, extender);
```
After any of the two previous steps, verify that the Extender was registered by finding this message in the logs.
![](https://i.imgur.com/yVUBkPj.png)
### Setting up the API Callbacks
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.