MaxWasUnavailable.LethalAchievements
1.0.0-pre
See the version list below for details.
dotnet add package MaxWasUnavailable.LethalAchievements --version 1.0.0-pre
NuGet\Install-Package MaxWasUnavailable.LethalAchievements -Version 1.0.0-pre
<PackageReference Include="MaxWasUnavailable.LethalAchievements" Version="1.0.0-pre" />
paket add MaxWasUnavailable.LethalAchievements --version 1.0.0-pre
#r "nuget: MaxWasUnavailable.LethalAchievements, 1.0.0-pre"
// Install MaxWasUnavailable.LethalAchievements as a Cake Addin #addin nuget:?package=MaxWasUnavailable.LethalAchievements&version=1.0.0-pre&prerelease // Install MaxWasUnavailable.LethalAchievements as a Cake Tool #tool nuget:?package=MaxWasUnavailable.LethalAchievements&version=1.0.0-pre&prerelease
Lethal Achievements API
A framework for creating and managing achievements in Lethal Company.
What is this?
This is a framework for creating achievements in Lethal Company. It is designed to be simple to use, while also being flexible enough to allow mostly any kind of achievement to be created.
The library makes use of LethalModDataLib to keep track of whether an achievement was completed or not. It is recommended to use this library to keep track of your achievement internal state (e.g. progress towards completion).
How to use
Creating an achievement
An achievement needs to be a class that implements the IAchievement
interface. Additionally, the achievement should
evoke the AchievedEvent
event whenever it is completed, since the achievement manager listens to this event.
It is, however, recommended to use the BaseAchievement
class as a base class for your achievement. This class already
provides a simple Complete()
method that you can use to mark the achievement as completed.
Included in things you need to implement are the Name
and DisplayText
properties, which are used for the achievement
popup. There is also the SaveLocation
property, which decides whether the achievement is a global achievement or a
save-specific achievement (This means the achievement can either be achieved once for all saves, or once for each save).
Make sure to also set the IsAchieved
property to false
, since otherwise the achievement will be considered achieved
by default.
Finally, you'll need to implement the Initialize
and Uninitialize
methods. You should use these methods to subscribe
and unsubscribe from events that your achievement listens to, as well as clear any internal state that you might have
that shouldn't carry over between game loads. The Initialise
method is called by the achievement manager on game load.
Additionally, when an achievement is achieved, the Uninitialize
method is called, and the achievement will be skipped
in the future for that save (assuming the SaveLocation
is set to SaveLocation.CurrentSave
, and the save is not
deleted).
[!IMPORTANT]
Achievement names should be unique inside of a single plugin. If you have multiple achievements with the same name, the achievement manager will only keep track of the first one it encounters.
Achievement names do not need to be unique across plugins. If you have multiple plugins with achievements that have the same name, the achievement manager will keep track of all of them. Internally, it prefixes the achievement name with the plugin's name to ensure uniqueness.
Registering an achievement
To register an achievement, you need to instantiate it and register it with the achievement manager. The achievement
manager will handle keeping track of, loading, and saving the achievement's IsAchieved state. It will initialize the
achievement when a game is loaded. If your achievement uses the ModData
attribute from
LethalModDataLib for any of its fields or properties, the
achievement manager will also register the achievement with said library for you, ensuring the achievement's internal
state is saved and loaded correctly.
To register an achievement, all you need to do is call the AchievementManager.RegisterAchievement
method with an
instance of your achievement class as an argument. This should be done in your plugin's Awake
method.
Implementing an achievement
The implementation of the achievement itself is up to you. It is recommended to use the LethalModDataLib library to keep track of the achievement's internal state. It is recommended to use events to change your achievement's internal state, and to let the achievement itself handle the logic of whether it is completed or not.
Example
Below is an example of a simple achievement that is completed when the player has jumped 10 times.
It extends the BaseAchievement
class, since that provides the Complete()
method. Additionally, it overrides the
Name and DisplayText properties since these are required for the achievement to be displayed in the achievement popup.
It keeps track of the number of times the player has jumped in a field that is saved and loaded by the LethalModDataLib library. This ensures progress towards the achievement is continued between game loads.
Finally, it subscribes to the PlayerJumpEvent
event in the Initialize
method, and unsubscribes from it in the
Uninitialize
method. When the player jumps, it increments the JumpCount
field, and if the player has jumped 10
times, it calls the Complete()
method to mark the achievement as completed. The achievement manager will then take
care of the rest (e.g. displaying the achievement popup, calling the Uninitialize
method, etc.)
/// <summary>
/// An example achievement that will be achieved when the player jumps 10 times.
/// </summary>
public class Jump10Achievement : BaseAchievement
{
/// <summary>
/// The number of times the player has jumped.
/// </summary>
/// <remarks> This field will be saved and loaded by the ModData library. </remarks>
[ModData(SaveWhen = SaveWhen.OnSave, LoadWhen = LoadWhen.OnLoad, SaveLocation = SaveLocation.CurrentSave)]
private int JumpCount { get; set; }
/// <inheritdoc />
public override string Name { get; set; } = "Jump for Joy";
/// <inheritdoc />
public override string? DisplayText { get; set; } = "You've jumped 10 times!";
/// <inheritdoc />
public override void Initialize()
{
PlayerJumpEvent += OnPlayerJump;
}
/// <inheritdoc />
public override void Uninitialize()
{
PlayerJumpEvent -= OnPlayerJump;
}
private void OnPlayerJump()
{
JumpCount++;
if (JumpCount >= 10)
{
Complete();
}
}
}
Attribution
<a href="https://www.flaticon.com/free-icon/badge_3179792?term=trophy&related_id=3179792" title="prize icons">Prize icon created by Pixel perfect - Flaticon</a>
Product | Versions 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. |
.NET Framework | net472 is compatible. net48 was computed. net481 was computed. |
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. |
-
.NETFramework 4.7.2
- BepInEx.Core (>= 5.4.21)
- BepInEx.PluginInfoProps (>= 1.1.0)
- MaxWasUnavailable.LethalModDataLib (>= 1.2.0)
- UnityEngine.Modules (>= 2022.3.9)
-
.NETStandard 2.1
- BepInEx.Core (>= 5.4.21)
- BepInEx.PluginInfoProps (>= 1.1.0)
- MaxWasUnavailable.LethalModDataLib (>= 1.2.0)
- UnityEngine.Modules (>= 2022.3.9)
NuGet packages
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GitHub repositories
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