InputAPI

v1.0.1·Updated 2024-04-11

Simple Modded Inputs API for Content Warning!

About this mod Author’s original text

CW_InputAPI

Requirements:

  • BepInEx LTS (5.4.22)

For Developers:

Extend CWBaseInput to create new inputs. example: Inputs/ExampleInput.cs

using InputAPI;

using UnityEngine;

namespace Example.Inputs

{

internal class ExampleInput: BaseCWInput, IExposedSetting

{

public override KeyCode GetDefaultKey()

{

return KeyCode.BackQuote;

}

public string GetDisplayName()

{

return "FooBar";

}

public SettingCategory GetSettingCategory()

{

return SettingCategory.Controls;

}

protected override void OnHeld(Player player)

{

// Implementation goes here.

}

protected override void OnKeyDown(Player player)

{

// Implementation goes here.

}

protected override void OnKeyUp(Player player)

{

// Implementation goes here.

}

}

}

And to use it you can simply do this inside of your Plugin.cs!

[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]

[BepInDependency("com.visualerror.inputapi", BepInDependency.DependencyFlags.HardDependency)] // Be sure to have this!!

public class Plugin: BaseUnityPlugin

{

internal ExampleInput Example = new ExampleInput();

}

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

File & checksum

Filename
InputAPI-1.0.1.zip
File size
20.7 KiB