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Beaniebe-Beanie_Lib-1.0.0 icon

Beanie Lib

A Library for my niche (But maybe useful) scripts

Date uploaded 9 months ago
Version 1.0.0
Download link Beaniebe-Beanie_Lib-1.0.0.zip
Downloads 5823
Dependency string Beaniebe-Beanie_Lib-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-HookGenPatcher-0.0.5 icon
Evaisa-HookGenPatcher

Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.

Preferred version: 0.0.5
Evaisa-FixPluginTypesSerialization-1.1.2 icon
Evaisa-FixPluginTypesSerialization

Fix custom Serializable structs and such not properly getting deserialized by Unity.

Preferred version: 1.1.2

README

Beanie Lib

Beanie lib is a very basic library with currently two scripts. If for any reason you ever wanted to use them in your own projects, they are listed below along with how to set them up. They can easily be connected to JLL scripts.

Trigger Counter

The trigger counter script reads how many times it has been triggered, and upon reaching a certain number set by the user, invokes a unity event. This can be used in situations such as having 3 different buttons that need to be pressed to open a door. Please note that if the button can be pressed multiple times, it would still count towards opening the door (even if the same one is pressed three times). The integer for how many times it needs to be activated to invoke the event is completely configurable. Additionally, there is a true or false setting that determines if when the goal of activations is reached, the script should invoke the event and reset itself to 0. Otherwise, upon reaching the pre determined number it invokes the event once and then turns off.

EXAMPLES:

Having a configurable amount of buttons necessary to open a door.

Having to use something a configurable amount of times for the actual effect to trigger

Having something require several different criteria to activate

Dynamic Texture Swapping

This script is relatively simple: Applying it on an object will bring up a list. In this list, for each entry you can set a material and then put in a corresponding LLL Moon tag. When a moon with this tag is present, the texture is automatically swapped to the corresponding material. This allows for interiors to easily swap visuals on a tag basis without having to copy entire rooms or models. Good for avoiding bloat in editor.

EXAMPLES:

Having a room change colors on a certain tag

Having rocks change color to match the biome the moon is in

Thats all for now, but more niche scripts may be added in the future.

Credits

Thank you to Jacob and Xu Xiaolan for helping to review the scripts!

CHANGELOG

  • 1.0.8

    -Added text counting script, identical to trigger counter but will visually display the current count value, and can count downwards!

    -Added "ammo reloaded per item consumed" variable to custom shotgun

    -Rigidbody Collision script now lets the user define specifically what tags it can consider for collisions

    -fixed parent to view script persisting in space (plird shot head)

  • 1.0.7

    -implemented dawnlib compat for texture tag replacements

    -shotgun script now properly syncs, go kill your friends

  • 1.0.6

    -cleaned up CustomShotgun by adding categories, and added customization for enemy damage (sorry zeekers split enemy and player damage I had no idea)

  • 1.0.5

    -added a new script, CustomShotgun. Allows you to make a shotgun scrap with almost every single variable changable, including being able to run any unity event when fired.

  • 1.0.4

    -Added rigidbody launcher, which launches prefab rigidbodies with custom force

    -added physics collision detector, used on rigidbodies to detect when an object collides with enough force

    -removed custom placement zone scripts as they have a functioning replacement in someone elses api

  • 1.0.3

-Added ParentToView, a script written by Jacob, but instead made for locally parenting objects to the players camera. Useful for physical fake hud elements.

-Trigger Counter now has an IncreaseCount(int) option for increasing by multiple numbers at a time

-Added CustomPlacementZone Manager and Trigger, these aren't fully functional yet so I wont tell you what they are or how to use them >:p
  • 1.0.2

-added new dependency (it would be almost impossible to not have this installed yet so this is more of a "just incase" thing)

-synced the breaker box script

  • 1.0.1

-added two (three) new scripts: Custom Breaker Box and Signal Sender and Signal Receiver

-updated counting script to allow for large arrays of numbers, meaning you can activate events not just when one final number is reached, but at a highly configurable amount

-updated readme with new documentation and readability improvements

  • 1.0.0

-beanie is here, this fills you with fear