Update Setup
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Setup.md
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Setup.md
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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.
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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.
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## Setting up your Unity project
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# Setting up your Unity project
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See [nomnom's guide](https://github.com/nomnomab/unity-lc-project-patcher) to setup your Unity project for Lethal Company modding.
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See [nomnom's guide](https://github.com/nomnomab/unity-lc-project-patcher) to setup your Unity project for Lethal Company modding.
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See [Major's guide](https://www.youtube.com/watch?v=lsQl7P0PYs0) for the tutorial in creating an interior.
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See [Major's guide](https://www.youtube.com/watch?v=lsQl7P0PYs0) for the tutorial in creating an interior.
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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](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.
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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.
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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 project solution thing.
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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 project solution thing.
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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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![](https://i.imgur.com/ii2g1qX.png)
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![](https://i.imgur.com/ii2g1qX.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 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.
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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.
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