i hope ts works
|
After Width: | Height: | Size: 1.9 MiB |
|
After Width: | Height: | Size: 2.5 MiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 612 KiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 89 KiB |
|
After Width: | Height: | Size: 131 KiB |
@@ -0,0 +1,13 @@
|
|||||||
|
# Default ignored files
|
||||||
|
/shelf/
|
||||||
|
/workspace.xml
|
||||||
|
# Rider ignored files
|
||||||
|
/contentModel.xml
|
||||||
|
/modules.xml
|
||||||
|
/.idea.ConsoleFaces.iml
|
||||||
|
/projectSettingsUpdater.xml
|
||||||
|
# Editor-based HTTP Client requests
|
||||||
|
/httpRequests/
|
||||||
|
# Datasource local storage ignored files
|
||||||
|
/dataSources/
|
||||||
|
/dataSources.local.xml
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="UserContentModel">
|
||||||
|
<attachedFolders />
|
||||||
|
<explicitIncludes />
|
||||||
|
<explicitExcludes />
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -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 @@
|
|||||||
|
|
||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ConsoleFaces", "ConsoleFaces\ConsoleFaces.csproj", "{6B0A2210-47CB-4A85-A231-B5237F4AB440}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|Any CPU = Debug|Any CPU
|
||||||
|
Release|Any CPU = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{6B0A2210-47CB-4A85-A231-B5237F4AB440}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{6B0A2210-47CB-4A85-A231-B5237F4AB440}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{6B0A2210-47CB-4A85-A231-B5237F4AB440}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{6B0A2210-47CB-4A85-A231-B5237F4AB440}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
||||||
@@ -0,0 +1,390 @@
|
|||||||
|
*-v.zip
|
||||||
|
|
||||||
|
## Ignore Visual Studio temporary files, build results, and
|
||||||
|
## files generated by popular Visual Studio add-ons.
|
||||||
|
##
|
||||||
|
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||||
|
|
||||||
|
# User-specific files
|
||||||
|
*.rsuser
|
||||||
|
*.suo
|
||||||
|
*.user
|
||||||
|
*.userosscache
|
||||||
|
*.sln.docstates
|
||||||
|
|
||||||
|
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||||
|
*.userprefs
|
||||||
|
|
||||||
|
# Mono auto generated files
|
||||||
|
mono_crash.*
|
||||||
|
|
||||||
|
# Build results
|
||||||
|
[Dd]ebug/
|
||||||
|
[Dd]ebugPublic/
|
||||||
|
[Rr]elease/
|
||||||
|
[Rr]eleases/
|
||||||
|
x64/
|
||||||
|
x86/
|
||||||
|
[Ww][Ii][Nn]32/
|
||||||
|
[Aa][Rr][Mm]/
|
||||||
|
[Aa][Rr][Mm]64/
|
||||||
|
bld/
|
||||||
|
[Bb]in/
|
||||||
|
[Oo]bj/
|
||||||
|
[Ll]og/
|
||||||
|
[Ll]ogs/
|
||||||
|
|
||||||
|
# Visual Studio 2015/2017 cache/options directory
|
||||||
|
.vs/
|
||||||
|
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||||
|
#wwwroot/
|
||||||
|
|
||||||
|
# Visual Studio 2017 auto generated files
|
||||||
|
Generated\ Files/
|
||||||
|
|
||||||
|
# MSTest test Results
|
||||||
|
[Tt]est[Rr]esult*/
|
||||||
|
[Bb]uild[Ll]og.*
|
||||||
|
|
||||||
|
# NUnit
|
||||||
|
*.VisualState.xml
|
||||||
|
TestResult.xml
|
||||||
|
nunit-*.xml
|
||||||
|
|
||||||
|
# Build Results of an ATL Project
|
||||||
|
[Dd]ebugPS/
|
||||||
|
[Rr]eleasePS/
|
||||||
|
dlldata.c
|
||||||
|
|
||||||
|
# Benchmark Results
|
||||||
|
BenchmarkDotNet.Artifacts/
|
||||||
|
|
||||||
|
# .NET Core
|
||||||
|
project.lock.json
|
||||||
|
project.fragment.lock.json
|
||||||
|
artifacts/
|
||||||
|
|
||||||
|
# ASP.NET Scaffolding
|
||||||
|
ScaffoldingReadMe.txt
|
||||||
|
|
||||||
|
# StyleCop
|
||||||
|
StyleCopReport.xml
|
||||||
|
|
||||||
|
# Files built by Visual Studio
|
||||||
|
*_i.c
|
||||||
|
*_p.c
|
||||||
|
*_h.h
|
||||||
|
*.ilk
|
||||||
|
*.meta
|
||||||
|
*.obj
|
||||||
|
*.iobj
|
||||||
|
*.pch
|
||||||
|
*.pdb
|
||||||
|
*.ipdb
|
||||||
|
*.pgc
|
||||||
|
*.pgd
|
||||||
|
*.rsp
|
||||||
|
*.sbr
|
||||||
|
*.tlb
|
||||||
|
*.tli
|
||||||
|
*.tlh
|
||||||
|
*.tmp
|
||||||
|
*.tmp_proj
|
||||||
|
*_wpftmp.csproj
|
||||||
|
*.log
|
||||||
|
*.tlog
|
||||||
|
*.vspscc
|
||||||
|
*.vssscc
|
||||||
|
.builds
|
||||||
|
*.pidb
|
||||||
|
*.svclog
|
||||||
|
*.scc
|
||||||
|
|
||||||
|
# Chutzpah Test files
|
||||||
|
_Chutzpah*
|
||||||
|
|
||||||
|
# Visual C++ cache files
|
||||||
|
ipch/
|
||||||
|
*.aps
|
||||||
|
*.ncb
|
||||||
|
*.opendb
|
||||||
|
*.opensdf
|
||||||
|
*.sdf
|
||||||
|
*.cachefile
|
||||||
|
*.VC.db
|
||||||
|
*.VC.VC.opendb
|
||||||
|
|
||||||
|
# Visual Studio profiler
|
||||||
|
*.psess
|
||||||
|
*.vsp
|
||||||
|
*.vspx
|
||||||
|
*.sap
|
||||||
|
|
||||||
|
# Visual Studio Trace Files
|
||||||
|
*.e2e
|
||||||
|
|
||||||
|
# TFS 2012 Local Workspace
|
||||||
|
$tf/
|
||||||
|
|
||||||
|
# Guidance Automation Toolkit
|
||||||
|
*.gpState
|
||||||
|
|
||||||
|
# ReSharper is a .NET coding add-in
|
||||||
|
_ReSharper*/
|
||||||
|
*.[Rr]e[Ss]harper
|
||||||
|
*.DotSettings.user
|
||||||
|
|
||||||
|
# TeamCity is a build add-in
|
||||||
|
_TeamCity*
|
||||||
|
|
||||||
|
# DotCover is a Code Coverage Tool
|
||||||
|
*.dotCover
|
||||||
|
|
||||||
|
# AxoCover is a Code Coverage Tool
|
||||||
|
.axoCover/*
|
||||||
|
!.axoCover/settings.json
|
||||||
|
|
||||||
|
# Coverlet is a free, cross platform Code Coverage Tool
|
||||||
|
coverage*.json
|
||||||
|
coverage*.xml
|
||||||
|
coverage*.info
|
||||||
|
|
||||||
|
# Visual Studio code coverage results
|
||||||
|
*.coverage
|
||||||
|
*.coveragexml
|
||||||
|
|
||||||
|
# NCrunch
|
||||||
|
_NCrunch_*
|
||||||
|
.*crunch*.local.xml
|
||||||
|
nCrunchTemp_*
|
||||||
|
|
||||||
|
# MightyMoose
|
||||||
|
*.mm.*
|
||||||
|
AutoTest.Net/
|
||||||
|
|
||||||
|
# Web workbench (sass)
|
||||||
|
.sass-cache/
|
||||||
|
|
||||||
|
# Installshield output folder
|
||||||
|
[Ee]xpress/
|
||||||
|
|
||||||
|
# DocProject is a documentation generator add-in
|
||||||
|
DocProject/buildhelp/
|
||||||
|
DocProject/Help/*.HxT
|
||||||
|
DocProject/Help/*.HxC
|
||||||
|
DocProject/Help/*.hhc
|
||||||
|
DocProject/Help/*.hhk
|
||||||
|
DocProject/Help/*.hhp
|
||||||
|
DocProject/Help/Html2
|
||||||
|
DocProject/Help/html
|
||||||
|
|
||||||
|
# Click-Once directory
|
||||||
|
publish/
|
||||||
|
|
||||||
|
# Publish Web Output
|
||||||
|
*.[Pp]ublish.xml
|
||||||
|
*.azurePubxml
|
||||||
|
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||||
|
# but database connection strings (with potential passwords) will be unencrypted
|
||||||
|
*.pubxml
|
||||||
|
*.publishproj
|
||||||
|
|
||||||
|
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||||
|
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||||
|
# in these scripts will be unencrypted
|
||||||
|
PublishScripts/
|
||||||
|
|
||||||
|
# NuGet Packages
|
||||||
|
*.nupkg
|
||||||
|
# NuGet Symbol Packages
|
||||||
|
*.snupkg
|
||||||
|
# The packages folder can be ignored because of Package Restore
|
||||||
|
**/[Pp]ackages/*
|
||||||
|
# except build/, which is used as an MSBuild target.
|
||||||
|
!**/[Pp]ackages/build/
|
||||||
|
# Uncomment if necessary however generally it will be regenerated when needed
|
||||||
|
#!**/[Pp]ackages/repositories.config
|
||||||
|
# NuGet v3's project.json files produces more ignorable files
|
||||||
|
*.nuget.props
|
||||||
|
*.nuget.targets
|
||||||
|
|
||||||
|
# Nuget personal access tokens and Credentials
|
||||||
|
nuget.config
|
||||||
|
|
||||||
|
# Microsoft Azure Build Output
|
||||||
|
csx/
|
||||||
|
*.build.csdef
|
||||||
|
|
||||||
|
# Microsoft Azure Emulator
|
||||||
|
ecf/
|
||||||
|
rcf/
|
||||||
|
|
||||||
|
# Windows Store app package directories and files
|
||||||
|
AppPackages/
|
||||||
|
BundleArtifacts/
|
||||||
|
Package.StoreAssociation.xml
|
||||||
|
_pkginfo.txt
|
||||||
|
*.appx
|
||||||
|
*.appxbundle
|
||||||
|
*.appxupload
|
||||||
|
|
||||||
|
# Visual Studio cache files
|
||||||
|
# files ending in .cache can be ignored
|
||||||
|
*.[Cc]ache
|
||||||
|
# but keep track of directories ending in .cache
|
||||||
|
!?*.[Cc]ache/
|
||||||
|
|
||||||
|
# Others
|
||||||
|
ClientBin/
|
||||||
|
~$*
|
||||||
|
*~
|
||||||
|
*.dbmdl
|
||||||
|
*.dbproj.schemaview
|
||||||
|
*.jfm
|
||||||
|
*.pfx
|
||||||
|
*.publishsettings
|
||||||
|
orleans.codegen.cs
|
||||||
|
|
||||||
|
# Including strong name files can present a security risk
|
||||||
|
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||||
|
#*.snk
|
||||||
|
|
||||||
|
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||||
|
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||||
|
#bower_components/
|
||||||
|
|
||||||
|
# RIA/Silverlight projects
|
||||||
|
Generated_Code/
|
||||||
|
|
||||||
|
# Backup & report files from converting an old project file
|
||||||
|
# to a newer Visual Studio version. Backup files are not needed,
|
||||||
|
# because we have git ;-)
|
||||||
|
_UpgradeReport_Files/
|
||||||
|
Backup*/
|
||||||
|
UpgradeLog*.XML
|
||||||
|
UpgradeLog*.htm
|
||||||
|
ServiceFabricBackup/
|
||||||
|
*.rptproj.bak
|
||||||
|
|
||||||
|
# SQL Server files
|
||||||
|
*.mdf
|
||||||
|
*.ldf
|
||||||
|
*.ndf
|
||||||
|
|
||||||
|
# Business Intelligence projects
|
||||||
|
*.rdl.data
|
||||||
|
*.bim.layout
|
||||||
|
*.bim_*.settings
|
||||||
|
*.rptproj.rsuser
|
||||||
|
*- [Bb]ackup.rdl
|
||||||
|
*- [Bb]ackup ([0-9]).rdl
|
||||||
|
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||||
|
|
||||||
|
# Microsoft Fakes
|
||||||
|
FakesAssemblies/
|
||||||
|
|
||||||
|
# GhostDoc plugin setting file
|
||||||
|
*.GhostDoc.xml
|
||||||
|
|
||||||
|
# Node.js Tools for Visual Studio
|
||||||
|
.ntvs_analysis.dat
|
||||||
|
node_modules/
|
||||||
|
|
||||||
|
# Visual Studio 6 build log
|
||||||
|
*.plg
|
||||||
|
|
||||||
|
# Visual Studio 6 workspace options file
|
||||||
|
*.opt
|
||||||
|
|
||||||
|
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||||
|
*.vbw
|
||||||
|
|
||||||
|
# Visual Studio LightSwitch build output
|
||||||
|
**/*.HTMLClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/ModelManifest.xml
|
||||||
|
**/*.Server/GeneratedArtifacts
|
||||||
|
**/*.Server/ModelManifest.xml
|
||||||
|
_Pvt_Extensions
|
||||||
|
|
||||||
|
# Paket dependency manager
|
||||||
|
.paket/paket.exe
|
||||||
|
paket-files/
|
||||||
|
|
||||||
|
# FAKE - F# Make
|
||||||
|
.fake/
|
||||||
|
|
||||||
|
# CodeRush personal settings
|
||||||
|
.cr/personal
|
||||||
|
|
||||||
|
# Python Tools for Visual Studio (PTVS)
|
||||||
|
__pycache__/
|
||||||
|
*.pyc
|
||||||
|
|
||||||
|
# Cake - Uncomment if you are using it
|
||||||
|
# tools/**
|
||||||
|
# !tools/packages.config
|
||||||
|
|
||||||
|
# Tabs Studio
|
||||||
|
*.tss
|
||||||
|
|
||||||
|
# Telerik's JustMock configuration file
|
||||||
|
*.jmconfig
|
||||||
|
|
||||||
|
# BizTalk build output
|
||||||
|
*.btp.cs
|
||||||
|
*.btm.cs
|
||||||
|
*.odx.cs
|
||||||
|
*.xsd.cs
|
||||||
|
|
||||||
|
# OpenCover UI analysis results
|
||||||
|
OpenCover/
|
||||||
|
|
||||||
|
# Azure Stream Analytics local run output
|
||||||
|
ASALocalRun/
|
||||||
|
|
||||||
|
# MSBuild Binary and Structured Log
|
||||||
|
*.binlog
|
||||||
|
|
||||||
|
# NVidia Nsight GPU debugger configuration file
|
||||||
|
*.nvuser
|
||||||
|
|
||||||
|
# MFractors (Xamarin productivity tool) working folder
|
||||||
|
.mfractor/
|
||||||
|
|
||||||
|
# Local History for Visual Studio
|
||||||
|
.localhistory/
|
||||||
|
|
||||||
|
# BeatPulse healthcheck temp database
|
||||||
|
healthchecksdb
|
||||||
|
|
||||||
|
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||||
|
MigrationBackup/
|
||||||
|
|
||||||
|
# Ionide (cross platform F# VS Code tools) working folder
|
||||||
|
.ionide/
|
||||||
|
|
||||||
|
# Fody - auto-generated XML schema
|
||||||
|
FodyWeavers.xsd
|
||||||
|
|
||||||
|
# VS Code files for those working on multiple tools
|
||||||
|
.vscode/*
|
||||||
|
!.vscode/settings.json
|
||||||
|
!.vscode/tasks.json
|
||||||
|
!.vscode/launch.json
|
||||||
|
!.vscode/extensions.json
|
||||||
|
*.code-workspace
|
||||||
|
|
||||||
|
# Local History for Visual Studio Code
|
||||||
|
.history/
|
||||||
|
|
||||||
|
# Windows Installer files from build outputs
|
||||||
|
*.cab
|
||||||
|
*.msi
|
||||||
|
*.msix
|
||||||
|
*.msm
|
||||||
|
*.msp
|
||||||
|
|
||||||
|
# JetBrains Rider
|
||||||
|
.idea/
|
||||||
|
*.sln.iml
|
||||||
@@ -0,0 +1,288 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>netstandard2.1</TargetFramework>
|
||||||
|
</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="Cinemachine">
|
||||||
|
<HintPath>$(GameAssemblyPath)\Cinemachine.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="clipper_library">
|
||||||
|
<HintPath>$(GameAssemblyPath)\clipper_library.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>$(GameAssemblyPath)\Unity.Timeline.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.XR.Interaction.Toolkit">
|
||||||
|
<HintPath>$(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>$(GameAssemblyPath)\UnityEngine.TerrainPhysicsModule.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEngine.TextCoreModule">
|
||||||
|
<HintPath>$(GameAssemblyPath)\UnityEngine.TextCoreModule.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>$(GameAssemblyPath)\UnityEngine.UmbraModule.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEngine.UNETModule">
|
||||||
|
<HintPath>$(GameAssemblyPath)\UnityEngine.UNETModule.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="'$(CI)'=='TRUE'">
|
||||||
|
<GameAssemblyPath>.\Libs</GameAssemblyPath>
|
||||||
|
<BepInExAssemblyPath>.\Libs</BepInExAssemblyPath>
|
||||||
|
<PluginsPath>.\Libs</PluginsPath>
|
||||||
|
<WarningLevel>0</WarningLevel>
|
||||||
|
</PropertyGroup>
|
||||||
|
</Project>
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8" ?>
|
||||||
|
<Project>
|
||||||
|
<Target Name="CopyToPlugins" AfterTargets="Build" Condition="'$(CI)'!='TRUE'">
|
||||||
|
<Copy SourceFiles="$(TargetPath)" DestinationFiles="$(PluginsPath)\$(ProjectName)\$(TargetFileName)" />
|
||||||
|
<Message Text="Copied to Plugins" Importance="high"/>
|
||||||
|
</Target>
|
||||||
|
</Project>
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
using System;
|
||||||
|
using System.Reflection;
|
||||||
|
using HarmonyLib;
|
||||||
|
|
||||||
|
namespace ConsoleFaces
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// This class handles applying harmony patches to the game.
|
||||||
|
/// You should not need to modify this class.
|
||||||
|
/// </summary>
|
||||||
|
public class HarmonyPatches
|
||||||
|
{
|
||||||
|
private static Harmony instance;
|
||||||
|
|
||||||
|
public static bool IsPatched { get; private set; }
|
||||||
|
public const string InstanceId = PluginInfo.GUID;
|
||||||
|
|
||||||
|
internal static void ApplyHarmonyPatches()
|
||||||
|
{
|
||||||
|
if (!IsPatched)
|
||||||
|
{
|
||||||
|
if (instance == null)
|
||||||
|
{
|
||||||
|
instance = new Harmony(InstanceId);
|
||||||
|
}
|
||||||
|
|
||||||
|
instance.PatchAll(Assembly.GetExecutingAssembly());
|
||||||
|
IsPatched = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static void RemoveHarmonyPatches()
|
||||||
|
{
|
||||||
|
if (instance != null && IsPatched)
|
||||||
|
{
|
||||||
|
instance.UnpatchSelf();
|
||||||
|
IsPatched = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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 +1,35 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.IO;
|
||||||
|
using BepInEx;
|
||||||
|
using BepInEx.Configuration;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace ConsoleFaces
|
||||||
|
{
|
||||||
|
[BepInPlugin(PluginInfo.GUID, PluginInfo.Name, PluginInfo.Version)]
|
||||||
|
public class Plugin : BaseUnityPlugin
|
||||||
|
{
|
||||||
|
private void Init()
|
||||||
|
{
|
||||||
|
CosmeticsV2Spawner_Dirty.OnPostInstantiateAllPrefabs += (() =>
|
||||||
|
{
|
||||||
|
Debug.Log(consolefaces.Value);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
consolefaces =
|
||||||
|
ConsoleFaces.Bind("ConsoleFaces", "ConsoleFaces", ":3", "What the mod sends into the console");
|
||||||
|
}
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
GorillaTagger.OnPlayerSpawned(Init);
|
||||||
|
|
||||||
|
}
|
||||||
|
private ConfigFile ConsoleFaces = new ConfigFile(Path.Combine(Paths.ConfigPath, "axo.ConsoleFaces.cfg"), true);
|
||||||
|
private ConfigEntry<string> consolefaces;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
namespace ConsoleFaces
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// This class is used to provide information about your mod to BepInEx.
|
||||||
|
/// </summary>
|
||||||
|
class PluginInfo
|
||||||
|
{
|
||||||
|
public const string GUID = "com.axo.gorillatag.consolefaces";
|
||||||
|
public const string Name = "ConsoleFaces";
|
||||||
|
public const string Version = "1.0.0";
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
# CONSOLE FACES
|
||||||
|
|
||||||
|
## A simple mod that puts a face(or word if you're weird) of your choice into console 🤯🙀
|
||||||
|
|
||||||
|
### (You can change the face in the config file)
|
||||||
|
|
||||||
|
Yah, that's really it. Thank you to Ariel for helping me make basically the whole entire mod 😭
|
||||||
|
|
||||||
|
If you have any issues, feel free to message @moddedaxo on Discord, I’ll be more than happy to help!
|
||||||
|
|
||||||
|
Also, fuck you to everyone who was a dick to me for no fucking reason. Maybe understand that this is a test mod and be nice isntead of throwing insults. Stop acting like a child.
|
||||||
@@ -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>
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="VcsDirectoryMappings">
|
||||||
|
<mapping directory="$PROJECT_DIR$" vcs="Git" />
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
|
||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CustomProp", "CustomProp\CustomProp.csproj", "{B23F001C-C409-478E-803D-4C325203B47F}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|Any CPU = Debug|Any CPU
|
||||||
|
Release|Any CPU = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{B23F001C-C409-478E-803D-4C325203B47F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{B23F001C-C409-478E-803D-4C325203B47F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{B23F001C-C409-478E-803D-4C325203B47F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{B23F001C-C409-478E-803D-4C325203B47F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
namespace CustomProp
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// This class is used to provide information about your mod to BepInEx.
|
||||||
|
/// </summary>
|
||||||
|
class Constants
|
||||||
|
{
|
||||||
|
public const string GUID = "axo.CUSTOMPROP";
|
||||||
|
public const string Name = "CUSTOMPROP";
|
||||||
|
public const string Description = "Mod Description"; //The description is not needed but is nice to have
|
||||||
|
public const string Version = "1.0.0";
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,291 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>netstandard2.1</TargetFramework>
|
||||||
|
<LangVersion>latest</LangVersion>
|
||||||
|
<RootNamespace>GorillaTagModTemplateProject</RootNamespace>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<Reference Include="0Harmony">
|
||||||
|
<HintPath>$(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);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,86 @@
|
|||||||
|
<?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>
|
||||||
@@ -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>
|
||||||