i hope ts works
This commit is contained in:
-1
Submodule CustomProp deleted from 107b814a57
+13
@@ -0,0 +1,13 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/projectSettingsUpdater.xml
|
||||
/contentModel.xml
|
||||
/.idea.CustomProp.iml
|
||||
/modules.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
+6
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="$PROJECT_DIR$" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
@@ -0,0 +1,16 @@
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||||
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||||
Microsoft Visual Studio Solution File, Format Version 12.00
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CustomProp", "CustomProp\CustomProp.csproj", "{B23F001C-C409-478E-803D-4C325203B47F}"
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||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
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||||
Release|Any CPU = Release|Any CPU
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||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{B23F001C-C409-478E-803D-4C325203B47F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||
{B23F001C-C409-478E-803D-4C325203B47F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{B23F001C-C409-478E-803D-4C325203B47F}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||
{B23F001C-C409-478E-803D-4C325203B47F}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
EndGlobal
|
||||
@@ -0,0 +1,13 @@
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||||
namespace CustomProp
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{
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/// <summary>
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/// This class is used to provide information about your mod to BepInEx.
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/// </summary>
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||||
class Constants
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{
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public const string GUID = "axo.CUSTOMPROP";
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public const string Name = "CUSTOMPROP";
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public const string Description = "Mod Description"; //The description is not needed but is nice to have
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public const string Version = "1.0.0";
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||||
}
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||||
}
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||||
@@ -0,0 +1,291 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<RootNamespace>GorillaTagModTemplateProject</RootNamespace>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>$(BepInExAssemblyPath)\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp">
|
||||
<HintPath>$(GameAssemblyPath)\Assembly-CSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>$(GameAssemblyPath)\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BakeryRuntimeAssembly">
|
||||
<HintPath>$(GameAssemblyPath)\BakeryRuntimeAssembly.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx">
|
||||
<HintPath>$(BepInExAssemblyPath)\BepInEx.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx.Harmony">
|
||||
<HintPath>$(BepInExAssemblyPath)\BepInEx.Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Cinemachine">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Cinemachine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Mono.Security">
|
||||
<HintPath>$(GameAssemblyPath)\Mono.Security.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Oculus.Platform">
|
||||
<HintPath>$(GameAssemblyPath)\Oculus.Platform.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Oculus.VR">
|
||||
<HintPath>$(GameAssemblyPath)\Oculus.VR.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Photon3Unity3D">
|
||||
<HintPath>$(GameAssemblyPath)\Photon3Unity3D.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonRealtime">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonRealtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonUnityNetworking">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonUnityNetworking.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonUnityNetworking.Utilities">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonUnityNetworking.Utilities.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonVoice">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonVoice.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonVoice.API">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonVoice.API.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonVoice.PUN">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonVoice.PUN.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PlayFab">
|
||||
<HintPath>$(GameAssemblyPath)\PlayFab.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.EnterpriseServices">
|
||||
<HintPath>$(GameAssemblyPath)\System.EnterpriseServices.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.Internals">
|
||||
<HintPath>$(GameAssemblyPath)\System.ServiceModel.Internals.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Animation.Rigging">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Animation.Rigging.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Burst">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Burst.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Burst.Unsafe">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Burst.Unsafe.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.InputSystem">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.InputSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Mathematics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Timeline.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.XR.Interaction.Toolkit">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.XR.Interaction.Toolkit.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AccessibilityModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AccessibilityModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AndroidJNIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AndroidJNIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AnimationModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AnimationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ARModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ARModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AssetBundleModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AudioModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClothModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ClothModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClusterInputModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ClusterInputModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClusterRendererModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ClusterRendererModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.CoreModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CrashReportingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.CrashReportingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.DirectorModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.DirectorModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.DSPGraphModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.DSPGraphModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GameCenterModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.GameCenterModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GridModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.GridModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.HotReloadModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.HotReloadModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ImageConversionModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ImageConversionModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.IMGUIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.IMGUIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputLegacyModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.InputLegacyModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.InputModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.JSONSerializeModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.JSONSerializeModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.LocalizationModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.LocalizationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ParticleSystemModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ParticleSystemModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PerformanceReportingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.PerformanceReportingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.Physics2DModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.Physics2DModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PhysicsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ProfilerModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ProfilerModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ScreenCaptureModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ScreenCaptureModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SharedInternalsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SharedInternalsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpatialTracking">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SpatialTracking.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpriteMaskModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SpriteMaskModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpriteShapeModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SpriteShapeModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.StreamingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.StreamingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SubstanceModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SubstanceModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SubsystemsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SubsystemsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TerrainModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TerrainModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TerrainPhysicsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TerrainPhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextCoreFontEngineModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TextCoreFontEngineModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextCoreTextEngineModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TextCoreTextEngineModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextRenderingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TilemapModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TilemapModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TLSModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TLSModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIElementsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UIElementsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UmbraModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UmbraModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityAnalyticsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityAnalyticsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityConnectModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityConnectModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityTestProtocolModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityTestProtocolModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestAssetBundleModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestAssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestAudioModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestAudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestTextureModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestTextureModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestWWWModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestWWWModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VehiclesModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VehiclesModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VFXModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VFXModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VideoModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VideoModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VRModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.WindModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.WindModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XR.LegacyInputHelpers">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XRModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.XRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Utilla">
|
||||
<HintPath>$(PluginsPath)\Utilla\Utilla.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="websocket-sharp">
|
||||
<HintPath>$(GameAssemblyPath)\websocket-sharp.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Project>
|
||||
<PropertyGroup>
|
||||
<GamePath>C:\Program Files (x86)\Steam\steamapps\common\Gorilla Tag</GamePath>
|
||||
<GameAssemblyPath>$(GamePath)\Gorilla Tag_Data\Managed</GameAssemblyPath>
|
||||
<BepInExAssemblyPath>$(GamePath)\BepInEx\core</BepInExAssemblyPath>
|
||||
<PluginsPath>$(GamePath)\BepInEx\plugins</PluginsPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(CI)'=='TRUE'">
|
||||
<GameAssemblyPath>.\Libs</GameAssemblyPath>
|
||||
<BepInExAssemblyPath>.\Libs</BepInExAssemblyPath>
|
||||
<PluginsPath>.\Libs</PluginsPath>
|
||||
<WarningLevel>0</WarningLevel>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Project>
|
||||
<Target Name="CopyToPlugins" AfterTargets="Build" Condition="'$(CI)' != 'TRUE'">
|
||||
<ItemGroup>
|
||||
<FilesToCopy Include="$(TargetPath)" />
|
||||
<FilesToCopy Include="$(TargetDir)$(TargetName).pdb" Condition="Exists('$(TargetDir)$(TargetName).pdb')" />
|
||||
</ItemGroup>
|
||||
|
||||
<Copy SourceFiles="@(FilesToCopy)" DestinationFiles="@(FilesToCopy->'$(PluginsPath)\$(ProjectName)\%(Filename)%(Extension)')" />
|
||||
<Message Text="Copied $(TargetFileName) and $(TargetName).pdb to Plugins" Importance="high"/>
|
||||
</Target>
|
||||
</Project>
|
||||
@@ -0,0 +1,9 @@
|
||||
# Needs to be at least that version, or mmm can't read the archive
|
||||
#Requires -Modules @{ ModuleName="Microsoft.PowerShell.Archive"; ModuleVersion="1.2.3" }
|
||||
$MyInvocation.MyCommand.Path | Split-Path | Push-Location # Run from this script's directory
|
||||
$Name = (ls *.csproj).BaseName
|
||||
dotnet build -c Release
|
||||
mkdir BepInEx\plugins\$Name
|
||||
cp bin\Release\netstandard2.0\$Name.dll BepInEx\plugins\$Name\
|
||||
Compress-Archive .\BepInEx\ $Name-v
|
||||
rmdir .\BepInEx\ -Recurse
|
||||
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using BepInEx;
|
||||
using ExitGames.Client.Photon;
|
||||
using Photon.Pun;
|
||||
using UnityEngine;
|
||||
|
||||
namespace CustomProp
|
||||
{
|
||||
/// <summary>
|
||||
/// This is your mod's main class.
|
||||
/// </summary>
|
||||
/* This attribute tells Utilla to look for [ModdedGameJoin] and [ModdedGameLeave] */
|
||||
[BepInPlugin(Constants.GUID, Constants.Name, Constants.Version)]
|
||||
public class Plugin : BaseUnityPlugin
|
||||
{
|
||||
private void Start()
|
||||
{
|
||||
// This custom property is very needed!
|
||||
Hashtable properties = new();
|
||||
properties.Add("CoolCustomProperty",
|
||||
"This Custom Property Is Needed");
|
||||
|
||||
PhotonNetwork.LocalPlayer.SetCustomProperties(properties);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>BepInEx.Harmony</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:BepInEx.Harmony.ParameterByRefAttribute">
|
||||
<summary>
|
||||
Specifies the indices of parameters that are ByRef.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:BepInEx.Harmony.ParameterByRefAttribute.ParameterIndices">
|
||||
<summary>
|
||||
The indices of parameters that are ByRef.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.ParameterByRefAttribute.#ctor(System.Int32[])">
|
||||
<param name="parameterIndices">The indices of parameters that are ByRef.</param>
|
||||
</member>
|
||||
<member name="T:BepInEx.Harmony.HarmonyExtensions">
|
||||
<summary>
|
||||
An extension class for Harmony based operations.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyExtensions.PatchAll(HarmonyLib.Harmony,System.Type)">
|
||||
<summary>
|
||||
Applies all patches specified in the type.
|
||||
</summary>
|
||||
<param name="harmonyInstance">The HarmonyInstance to use.</param>
|
||||
<param name="type">The type to scan.</param>
|
||||
</member>
|
||||
<member name="T:BepInEx.Harmony.HarmonyWrapper">
|
||||
<summary>
|
||||
A wrapper for Harmony based operations.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Type,HarmonyLib.Harmony)">
|
||||
<summary>
|
||||
Applies all patches specified in the type.
|
||||
</summary>
|
||||
<param name="type">The type to scan.</param>
|
||||
<param name="harmonyInstance">The HarmonyInstance to use.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Type,System.String)">
|
||||
<summary>
|
||||
Applies all patches specified in the type.
|
||||
</summary>
|
||||
<param name="type">The type to scan.</param>
|
||||
<param name="harmonyInstanceId">The ID for the Harmony instance to create, which will be used.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Reflection.Assembly,HarmonyLib.Harmony)">
|
||||
<summary>
|
||||
Applies all patches specified in the assembly.
|
||||
</summary>
|
||||
<param name="assembly">The assembly to scan.</param>
|
||||
<param name="harmonyInstance">The HarmonyInstance to use.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Reflection.Assembly,System.String)">
|
||||
<summary>
|
||||
Applies all patches specified in the assembly.
|
||||
</summary>
|
||||
<param name="assembly">The assembly to scan.</param>
|
||||
<param name="harmonyInstanceId">The ID for the Harmony instance to create, which will be used.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(HarmonyLib.Harmony)">
|
||||
<summary>
|
||||
Applies all patches specified in the calling assembly.
|
||||
</summary>
|
||||
<param name="harmonyInstance">The Harmony instance to use.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.String)">
|
||||
<summary>
|
||||
Applies all patches specified in the calling assembly.
|
||||
</summary>
|
||||
<param name="harmonyInstanceId">The ID for the Harmony instance to create, which will be used.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.EmitDelegate``1(``0)">
|
||||
<summary>
|
||||
Returns an instruction to call the specified delegate.
|
||||
</summary>
|
||||
<typeparam name="T">The delegate type to emit.</typeparam>
|
||||
<param name="action">The delegate to emit.</param>
|
||||
<returns>The instruction to </returns>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
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@@ -0,0 +1,178 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>MonoMod.RuntimeDetour</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:MonoMod.RuntimeDetour.Detour">
|
||||
<summary>
|
||||
A fully managed detour.
|
||||
Multiple Detours for a method to detour from can exist at any given time. Detours can be layered.
|
||||
If you're writing your own detour manager or need to detour native functions, it's better to create instances of NativeDetour instead.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Apply">
|
||||
<summary>
|
||||
Mark the detour as applied in the detour chain. This can be done automatically when creating an instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Undo">
|
||||
<summary>
|
||||
Undo the detour without freeing it, allowing you to reapply it later.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Free">
|
||||
<summary>
|
||||
Free the detour, while also permanently undoing it. This makes any further operations on this detour invalid.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Dispose">
|
||||
<summary>
|
||||
Undo and free this temporary detour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline(System.Reflection.MethodBase)">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline``1">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Hook.GenerateTrampoline``1">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:MonoMod.RuntimeDetour.NativeDetour">
|
||||
<summary>
|
||||
A "raw" native detour, acting as a wrapper around NativeDetourData with a few helpers.
|
||||
Only one NativeDetour for a method to detour from can exist at any given time. NativeDetours cannot be layered.
|
||||
If you don't need the trampoline generator or any of the management helpers, use DetourManager.Native directly.
|
||||
Unless you're writing your own detour manager or need to detour native functions, it's better to create instances of Detour instead.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Apply">
|
||||
<summary>
|
||||
Apply the native detour. This can be done automatically when creating an instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Undo">
|
||||
<summary>
|
||||
Undo the native detour without freeing the detour native data, allowing you to reapply it later.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeSource(System.IntPtr)">
|
||||
<summary>
|
||||
Changes the source of this native detour to a new source address. This does not repair the old source location.
|
||||
This also assumes that <paramref name="newSource"/> is simply a new address for the same method as this was constructed with.
|
||||
</summary>
|
||||
<param name="newSource">The new source location.</param>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeTarget(System.IntPtr)">
|
||||
<summary>
|
||||
Changed the target of this native detour to a new target.
|
||||
</summary>
|
||||
<param name="newTarget">The new target address.</param>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Free">
|
||||
<summary>
|
||||
Free the detour's data without undoing it. This makes any further operations on this detour invalid.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Dispose">
|
||||
<summary>
|
||||
Undo and free this temporary detour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline(System.Reflection.MethodBase)">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned.
|
||||
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline``1">
|
||||
<summary>
|
||||
Generate a new delegate with which you can invoke the previous state.
|
||||
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned.
|
||||
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.Byte)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(byte).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt16)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt32)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt64)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ulong).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.GenerateNativeProxy(System.IntPtr,System.Reflection.MethodBase)">
|
||||
<summary>
|
||||
Generate a DynamicMethod to easily call the given native function from another DynamicMethod.
|
||||
</summary>
|
||||
<param name="target">The pointer to the native function to call.</param>
|
||||
<param name="signature">A MethodBase with the target function's signature.</param>
|
||||
<returns>The detoured DynamicMethod.</returns>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.StubCriticalDetour(MonoMod.Utils.DynamicMethodDefinition)">
|
||||
<summary>
|
||||
Fill the DynamicMethodDefinition with a throw.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourCopy(Mono.Cecil.Cil.ILProcessor,System.IntPtr,System.IntPtr,System.Byte)">
|
||||
<summary>
|
||||
Emit a call to DetourManager.Native.Copy using the given parameters.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourApply(Mono.Cecil.Cil.ILProcessor,MonoMod.RuntimeDetour.NativeDetourData)">
|
||||
<summary>
|
||||
Emit a call to DetourManager.Native.Apply using a copy of the given data.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:MonoMod.RuntimeDetour.NativeDetourData">
|
||||
<summary>
|
||||
The data forming a "raw" native detour, created and consumed by DetourManager.Native.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Method">
|
||||
<summary>
|
||||
The method to detour from. Set when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Target">
|
||||
<summary>
|
||||
The target method to be called instead. Set when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Type">
|
||||
<summary>
|
||||
The type of the detour. Determined when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Size">
|
||||
<summary>
|
||||
The size of the detour. Calculated when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Extra">
|
||||
<summary>
|
||||
DetourManager.Native-specific data.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
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Reference in New Issue
Block a user