Rune580.Mods.LethalCompany.InputUtils 0.7.1

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See the version list below for details.
dotnet add package Rune580.Mods.LethalCompany.InputUtils --version 0.7.1                
NuGet\Install-Package Rune580.Mods.LethalCompany.InputUtils -Version 0.7.1                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Rune580.Mods.LethalCompany.InputUtils" Version="0.7.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Rune580.Mods.LethalCompany.InputUtils --version 0.7.1                
#r "nuget: Rune580.Mods.LethalCompany.InputUtils, 0.7.1"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Rune580.Mods.LethalCompany.InputUtils as a Cake Addin
#addin nuget:?package=Rune580.Mods.LethalCompany.InputUtils&version=0.7.1

// Install Rune580.Mods.LethalCompany.InputUtils as a Cake Tool
#tool nuget:?package=Rune580.Mods.LethalCompany.InputUtils&version=0.7.1                

LethalCompany InputUtils

Utilities for creating InputActions and having them be accessible in-game. InputActions created through this mod are accessible in-game via the keybinds menu added in update v45.

For feature requests or issues head over to my repo

General Users

This mod is just a dependency for other mods, it doesn't add content, but it allows mods to add keybinds.

Where are my bind overrides stored?

Depends on the version of InputUtils:

  • >= 0.7.0 Global: AppData/LocalLow/ZeekerssRBLX/Lethal Company/InputUtils/controls Local: BepInEx/config/controls
  • >= 0.4.1 BepInEx/config/controls
  • <= 0.4.0 BepInEx/controls

Use a Mod manager. I won't provide support if a mod manager wasn't used, a mod manager makes it far easier to debug issues since users can just share a modpack code.

Developer Quick-Start

This Api/Mod is still in beta, please keep in mind that stuff may change. Feedback is appreciated.

Download the latest release from either the Thunderstore or the Releases. Extract the zip and add a reference to the dll file of the mod in Visual Studio or Rider.

Initializing Your Binds

  • Create a subclass of LcInputActions
    • An instance of this class will contain all InputActions your mod wishes to bind inputs for
    • Name the class appropriately
  • Create InputActions using Attributes and/or at Runtime
public class MyExampleInputClass : LcInputActions 
{
    [InputAction("<Keyboard>/g", Name = "Explode")]
    public InputAction ExplodeKey { get; set; }
    [InputAction("<Keyboard>/h", Name = "Another")]
    public InputAction AnotherKey { get; set; }
}

Using Attributes

  • Create instance properties for all desired InputActions
  • Annotate the instance properties with the [InputAction(...)] annotation

[!IMPORTANT]
For actions to be registered to the API, Properties MUST be annotated with [InputAction(...)]

[InputAction("YourkbmPath", Name = "", GamepadPath = "", KbmInteractions = "", GamepadInteractions = "", ActionID = "", ActionType = InputActionType...)]
Required Parameters
  • kbmPath: The default bind for Keyboard and Mouse devices
Optional Parameters
  • Name: The Displayed text in the game keybinds menu

  • GamepadPath: The default bind for Gamepad devices

  • KbmInteractions: Sets the interactions of the kbm binding. See Interactions Docs

  • GamepadInteractions: Sets the interactions of the gamepad binding. See Interactions Docs

  • ActionID: Overrides the generated actionId (Generally you don't want to change this)

  • ActionType: Determines the behavior with which the action triggers. See ActionType Docs

So your Attribute could be written like this:

[InputAction("<Keyboard>/minus", Name = "Explode")]
public InputAction ExplodeKey { get; set; }

Or with any combination of optional parameters:

[InputAction("<Keyboard>/minus", Name = "Explode", GamepadPath = "<Gamepad>/Button North", KbmInteractions = "hold(duration = 5)")]
public InputAction ExplodeKey { get; set; }

[!NOTE] In this case above the Hold Interaction is being used. This keybind triggers after being held for 5 seconds. See Interactions Docs

At Runtime

  • Override Method void CreateInputActions(in InputActionMapBuilder builder)
  • Use the builder to create InputActions
  • Reference InputAction by calling Asset["actionId"] in your class

[!IMPORTANT] Make sure you call Finish() after you're done creating each InputAction.

Here's an example usage of the runtime api

public class MyExampleInputClass : LcInputActions
{
    public static readonly MyExampleInputClass Instance = new();
    
    public InputAction ExplodeKey => Asset["explodekey"];

    public override void CreateInputActions(in InputActionMapBuilder builder)
    {
        builder.NewActionBinding()
            .WithActionId("explodekey")
            .WithActionType(InputActionType.Button)
            .WithKbmPath("<Keyboard>/j")
            .WithBindingName("Explode")
            .Finish();
    }
}

Referencing Your Binds

To use your InputActions class, you need to instantiate it.

[!IMPORTANT] Do not create more than one instance of your InputActions class. If your class is instantiated more than once, your InputActions are unlikely to work as intended.

The easiest (opinionated) way to do so would be to have a static instance in your plugin class.

[BepInPlugin(...)]
[BepInDependency("com.rune580.LethalCompanyInputUtils", BepInDependency.DependencyFlags.HardDependency)]
public class MyExamplePlugin : BaseUnityPlugin
{
    internal static MyExampleInputClass InputActionsInstance;

    public void Awake()
    {
        InputActionsInstance = new MyExampleInputClass();
    }
}

[!IMPORTANT]

But How Do I Get My Binds String?

You may have noticed that <keyboard>/yourKey can be a little confusing for the special buttons. So try this:

  1. First, arbitrarily set the value to some regular value or just an empty string
  2. Then, load up your mod and change the keybind to the desired key
  3. After, look in your .../BepInEx/controls/YOURMODID.json file
  4. Find the {"action":"myaction","origPath":"","path":"<Keyboard>/f8"}]}
  5. Last, copy that path:"" from the far right i.e. "<Keyboard>/f8"

Using Your Binds

You could then simply reference the instance anywhere you need to have your actions at.

public class MyOtherClassOrMonoBehavior
{
    public void DoSomething()
    {
        MyExamplePlugin.InputActionsInstance.ExplodeKey ...
    }
}

or

public class MyOtherClassOrMonoBehavior
{
    public void DoSomething()
    {
        MyExampleInputClass.Instance.ExplodeKey ...
    }
}
Best Practices

It is common to see tutorials call InputAction.ReadValue<>() or InputAction.triggered from mono-behaviour Update() functions.

public class MyOtherClassOrMonoBehavior
{
    public void Update()
    {
        DoSomething();
    }
    
    public void DoSomething()
    {
        if (!MyExamplePlugin.InputActionsInstance.ExplodeKey.triggered) return;
        
        //Your executing code here
    }
}

This approach is sufficient for 'continuous' actions, e.g. movement.

For 'discrete' actions, it's more appropriate to create event listeners that accept an InputAction.CallbackContext and subscribe to InputAction.performed.

public class MyOtherClassOrMonoBehavior
{
    public void Awake()
    {
        SetupKeybindCallbacks();
    }    
    
    // Name this whatever you like. It needs to be called exactly once, so 
    public void SetupKeybindCallbacks()
    {
        MyExamplePlugin.InputActionsInstance.ExplodeKey.performed += OnExplodeKeyPressed;
    }

    public void OnExplodeKeyPressed(InputAction.CallbackContext explodeConext)
    {
        if (!explodeConext.performed) return; 
        // Add more context checks if desired
 
        // Your executing code here
    }
}

Using InputUtils as an Optional or Soft Dependency

First make sure to add the [BepInDependency(...)] attribute to your mods Plugin class, mark it as a SoftDependency. If you already have the attribute set as a HardDependency make sure to replace that.

[BepInPlugin(...)]
[BepInDependency("com.rune580.LethalCompanyInputUtils", BepInDependency.DependencyFlags.SoftDependency)]
public class MyExamplePlugin : BaseUnityPlugin

Create your InputActions class as you would following the guide above. Make a class specifically for when the mod is loaded

internal static class InputUtilsCompat
{
    public static bool Enabled =>
        BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.rune580.LethalCompanyInputUtils");

    public static InputAction ExplodeKey =>
        MyExampleInputClass.Instance.ExplodeKey;
}

Finally whenever you reference stuff from InputUtilsCompat, make sure to check its Enabled Property first.

if (InputUtilsCompat.Enabled)
    InputUtilsCompat.ExplodeKey...

Reference Best Practices for details on how to best use the InputAction

[!IMPORTANT]

If your mod uses NetcodePatcher you may need to do additional steps.

This only applies to mods that use InputUtils as a soft-dependency

Please check their Readme for more info. However for a possible fix, replace

var types = Assembly.GetExecutingAssembly().GetTypes();

with

IEnumerable<Type> types;
try
{
    types = Assembly.GetExecutingAssembly().GetTypes();
}
catch (ReflectionTypeLoadException e)
{
    types = e.Types.Where(t => t != null);
}

Next Steps

Check out Unity's documentation for their InputSystem

Build Instructions

Build Script Args

  • --target=TARGET
    • Valid targets:
      • Build (default)
      • FetchRefs
      • Deploy (requires a valid GAME_DIR env var)
      • BuildThunderstore
      • BuildNuGet
  • --configuration=MSBUILDCONFIGURATION
    • Valid configurations:
      • Debug (default)
      • Release

Check Build/Build.cs for the source code of the build script.

Linux

Clone and enter the repo.

git clone https://github.com/Rune580/LethalCompanyInputUtils && cd LethalCompanyInputUtils

Copy and rename .env.example to .env.

cp .env.example .env

Edit .env to fit your needs, a valid installation of Lethal Company is required unless USE_STUBBED_LIBS is set.

Run ./build.sh to run the default build task.

./build.sh

Windows

Clone the repo.

git clone https://github.com/Rune580/LethalCompanyInputUtils

Enter the cloned repo.

cd LethalCompanyInputUtils

Copy and rename .env.example to .env.

cp .env.example .env

Edit .env to fit your needs, a valid installation of Lethal Company is required unless USE_STUBBED_LIBS is set.

Run ./build.ps1 to run the default build task.

.\build.ps1

Contact

Discord: @rune

Github: Rune580

Contributors

Thanks to the following contributers:

  • @Boxofbiscuits97 for reworking most of the documentation.
  • @Lordfirespeed for housekeeping and additional documentation cleanup.

Credits

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.1

    • No dependencies.

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Version Downloads Last updated
0.7.7 265 6/8/2024
0.7.6 114 6/8/2024
0.7.5 110 6/8/2024
0.7.4 417 4/14/2024
0.7.3 444 3/30/2024
0.7.2 171 3/30/2024
0.7.1 190 3/30/2024