LCCutscene

版本 v2.0.1·更新於 2025-04-11

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

  1. 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)。
  2. 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。
  3. 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/。
  4. 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。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack

檔案與校驗

檔案名稱
LCCutscene-2.0.1.zip
檔案大小
56.0 KiB