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Description

LethalCompany InputUtils

NuGet Version Thunderstore Version Thunderstore Downloads GitHub Actions Workflow Status

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

Lethal Company Version Support

InputUtils only officially supports the latest version of Lethal Company, except when there's a public beta, in which case both the non-beta and beta version are included.

InputUtils is only guaranteed to work on these versions, older versions of Lethal Company and InputUtils are not supported by me, and issues found when using older versions of Lethal Company will not be provided support for.

If you choose to use an unsupported version of Lethal Company, you do so at your own risk.

Recommended Install

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.

Add the nuget package to your project, if you want a copy and paste solution:

add this to your project .csproj

<ItemGroup>
  <!-- Make sure the 'Version="..."' is set to the latest version -->
  <PackageReference Include="Rune580.Mods.LethalCompany.InputUtils" Version="0.7.3" />
</ItemGroup>

That should be all you need to get started.

Otherwise if you don't want to use nuget, you can 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(KeyboardControl.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" /* You can also use a KeyboardControl or MouseControl */, Name = "", GamepadPath = "", GamepadControl = GamepadControl.None, KbmInteractions = "", GamepadInteractions = "", ActionID = "", ActionType = InputActionType...)]

Required Parameters

You only need to use one of the following overloads:

  • kbmPath: The default bind for Keyboard and Mouse devices
  • keyboardControl: The default bind for Keyboard devices, uses the KeyboardControl Enum
  • mouseControl: The default bind for Mouse devices, uses the MouseControl Enum

Optional Parameters

  • Name: The Displayed text in the game keybinds menu
  • GamepadPath or GamepadControl: The default bind for Gamepad devices. When both are set, GamepadPath will take priority.
  • 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(KeyboardControl.Minus, Name = "Explode")]
public InputAction ExplodeKey { get; set; }

Or with any combination of optional parameters:

[InputAction(KeyboardControl.Minus, Name = "Explode", GamepadControl = GamepadControl.ButtonNorth, 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)
            .WithKeyboardControl(KeyboardControl.J) // or .WithKbmPath("<Keyboard>/j")
            .WithGamepadControl(GamepadControl.ButtonNorth) // or .WithGamepadPath("<Gamepad>/buttonNorth")
            .WithBindingName("Explode")
            .Finish();
    }
}

[!IMPORTANT] Omitting WithGamepadControl, WithGamepadPath, or WithGamepadUnbound, will disable binding the InputAction to a Gamepad device. Similarly, omitting WithKeyboardControl, WithMouseControl, WithKbmPath, or WithKbmUnbound, will disable binding the InputAction to a Keyboard or Mouse device.

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();
    }
}

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

Clone and enter the repo.

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

(Optional) Copy and rename LethalCompanyInputUtils.csproj.user.example to LethalCompanyInputUtils.csproj.user. Edit LethalCompanyInputUtils/LethalCompanyInputUtils.csproj.user to fit your needs.

cp LethalCompanyInputUtils/LethalCompanyInputUtils.csproj.user.example LethalCompanyInputUtils/LethalCompanyInputUtils.csproj.user

Build the project using your IDE of choice or with the following command

dotnet build

Contact

Discord: @rune

Github: Rune580

Contributing

When making a PR make sure your changes are on a different branch. Do not make a PR with your changes on the master branch.

Contributors

Thanks to the following contributers:

  • @Boxofbiscuits97 for reworking most of the documentation.
  • @Lordfirespeed for housekeeping and additional documentation cleanup.
  • @Singularia - Russian Translation.

Credits