From f132e392b247f96d1fafc019cbd721027c2d150b Mon Sep 17 00:00:00 2001 From: Raphtalia Date: Tue, 20 Aug 2024 07:50:19 +0000 Subject: [PATCH] Update Setup --- Setup.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Setup.md b/Setup.md index e917b40..aaa5d39 100644 --- a/Setup.md +++ b/Setup.md @@ -1,11 +1,11 @@ This guide is to setup DungeonGenerationPlus inside your Unity project and interior mod. If you have already setup the plugin, [see here](https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/wiki/Quick-Setup) to setting up multiple main paths. -## Setting up your Unity project +# Setting up your Unity project See [nomnom's guide](https://github.com/nomnomab/unity-lc-project-patcher) to setup your Unity project for Lethal Company modding. See [Major's guide](https://www.youtube.com/watch?v=lsQl7P0PYs0) for the tutorial in creating an interior. -## Setting up the plugin in your Unity project +# Setting up the plugin in your Unity project Download the `DunGenPlus.dll` through [Thunderstore](https://thunderstore.io/c/lethal-company/p/Alice/DungeonGenerationPlus/) or through this [Github repository](https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/src/branch/main/DunGenPlus/DunGenPlus/DunGenPlus/DunGenPlus.dll). 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. @@ -13,7 +13,7 @@ This goes without saying, this mod also requires the DungeonGenerationPlus mod t If you'd like to use this mod's API and callback features, reference the same `DunGenPlus.dll` file in your project solution thing. -## Setting up the DunGenExtender asset +# Setting up the DunGenExtender asset 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. @@ -40,7 +40,7 @@ After any of the two previous steps, verify that the Extender was registered by ![](https://i.imgur.com/ii2g1qX.png) -## Setting up the API Callbacks +# Setting up the API Callbacks After your interior is selected but before the dungeon generation, a copy of the DunGenExtender's properties is created and passed to an event caller handler thing. If you want to modify these properties before they are used in the dungeon generation, you can register a function call to this event caller handler thing.