From bea9336807eac4e86c2b768a65570f8a00331f03 Mon Sep 17 00:00:00 2001 From: Raphtalia Date: Fri, 26 Jul 2024 05:54:19 +0000 Subject: [PATCH] Update Setup --- Setup.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Setup.md b/Setup.md index 8a7dfb3..b07725f 100644 --- a/Setup.md +++ b/Setup.md @@ -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.