LCCutscene
LCCutscene is a tool to create cutscenes and immersive animations to Lethal Company.
模組介紹 作者原文
LCCutscene (W.I.P.)
LCCutscene is a tool to create cutscenes and immersive animations to Lethal Company. (Originaly made for Diversity)
Examples
Cutscene:
Quickscene W.I.P.:
Usage
Cutscenes
- Add the following namespace:
using LCCutscene;
- Create your custom Cutscene using the `Cutscene` class:
Cutscene(Transform cutsceneTransform, Float cutsceneDuration)
{
AllowPlayerDeath = false,
AllowPlayerMovement = false,
TransitionIn = Transition.FadeOut,
TransitionOut = Transition.FadeOut,
TransitionInSpeed = 1f,
TransitionOutSpeed = 1f
};
NOTE:
The cutscene transform is used for the cutscene camera to clamp on and is recommended to be animated!
- Play your new cutscene using the `CutsceneManager`:
CutsceneManager.Instance.PlayScene(Cutscene myCutscene);
NOTE:
Only one cutscene can be played at once! (Per player.)
Full Example:
using System.Collections;
using System.Collections.Generic;
using LCCutscene;
using UnityEngine;
public class MyCutscene: MonoBehaviour
{
public Transform animatedTransform; // The Transform where the cutscene camera will clamp on. //
public Animatior animator; // Animator for animating your cutscene. //
private Cutscene scene; // The cutscene itself. //
void Start()
{
// Create your cutscene. //
scene = new Cutscene(animatedTransform, 10f)
{
AllowPlayerDeath = false,
AllowPlayerMovement = false,
TransitionIn = Transition.FadeOut,
TransitionOut = Transition.FadeOut
};
}
public void PlayMyCutscene(Collider col)
{
CutsceneManager.Instance.PlayScene(scene); // Play your cutscene. //
animator.SetBool("PlayCameraAnimation", true); // Play your custom animation for your animated transform and much more! //
}
}
Quick Scenes [W.I.P.]
- Add the following namespace:
using LCCutscene;
- Create your custom Quickscene using the `Quickscene` class:
QuickScene(float duration, Transform targetPosition, float targetRotation, AnimationClip clip, Transform targetEndPosition = null, float? targetEndRotation = null, POVType pov = POVType.Full, PlayerPose startingPose = PlayerPose.Standing, PlayerPose endingPose = PlayerPose.Standing, bool snapPlayersToPositions = true, float snapSpeed = 10f)
NOTE:
The `AnimationClip clip can also be changed to List clips` for more complex animations for the player. These clips will be played one after another in order.
IMPORTANT:
`POVType.ArmsOnly` is currently in W.I.P. and won't be available until updated!
- Play your new Quickscene using the `CutsceneManager`:
CutsceneManager.Instance.PlayScene(Quickscene myQuickscene);
NOTE:
Only one quickscene can be played at once! (Per player.)
Full Example (Vaulting over desk example):
using System.Collections;
using System.Collections.Generic;
using LCCutscene;
using UnityEngine;
public class MyQuickscene: MonoBehaviour
{
public Transform startTarget; // The start position and rotation for the player to clamp on. //
public Transform endTarget; // The end position and rotation for the player to clamp on. //
public AnimationClip clip; // The animation clip for the Player. //
public QuickScene scene; // The Quickscene itself. //
void Start()
{
// Create your Quickscene. //
scene = new Quickscene(clip.length, startTarget, startTarget.rotation.eulerAngles.y, clip, endTarget, endTarget.rotation.eulerAngles.y);
}
// If the local player reaches a designated area while running, it triggers the quickscene. //
void OnTriggerEnter(Collider col)
{
if (col.gameObject.TryGetComponent(out PlayerControllerB player))
{
if (player == StartOfRound.Instance.localPlayerController &&!CutsceneManager.Instance.cutscenePlaying && player.isSprinting)
{
CutsceneManager.Instance.PlayScene(scene); // Play your Quickscene. //
}
}
}
}
Syncing animations for other players (Quickscene only):
- `PlayAnimationOnOtherPlayer` is used to play the same animation set to other players that aren't the local player:
public void PlayAnimationOnOtherPlayer(PlayerControllerB player, List clips)
public void PlayAnimationOnOtherPlayer
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: