91 lines
3.7 KiB
XML
91 lines
3.7 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<AssemblyName>MuzikaGromche</AssemblyName>
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<Description>Opa che tut u nas</Description>
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<Version>13.37.6</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>latest</LangVersion>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all"/>
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<PackageReference Include="BepInEx.Core" Version="5.*"/>
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<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*"/>
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<PackageReference Include="UnityEngine.Modules" Version="2022.3.9" IncludeAssets="compile"/>
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<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all" />
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<!--
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Publicize internal methods, so we could generate config entries for tracks at runtime instead
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of generating code at compile time. See https://github.com/lc-sigurd/CSync/issues/11
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-->
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<PackageReference Include="Sigurd.BepInEx.CSync" Version="5.0.1" Publicize="true" />
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<PackageReference Include="AinaVT-LethalConfig" Version="1.4.6" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="Assembly-CSharp" Publicize="true">
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<HintPath>$(LethalCompanyDir)Lethal Company_Data\Managed\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Collections">
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<HintPath>$(LethalCompanyDir)Lethal Company_Data\Managed\Unity.Collections.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Netcode.Runtime" Publicize="true">
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<HintPath>$(LethalCompanyDir)Lethal Company_Data\Managed\Unity.Netcode.Runtime.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
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<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all"/>
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</ItemGroup>
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<Target Name="Bundle" AfterTargets="Build">
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<PropertyGroup>
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<DistDir>$(TargetDir)MuzikaGromche\</DistDir>
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<ZipBundle>$(TargetDir)MuzikaGromche-$(Configuration).zip</ZipBundle>
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</PropertyGroup>
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<ItemGroup>
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<PackagedResources Include="$(SolutionDir)README.md" />
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<PackagedResources Include="$(SolutionDir)icon.png" />
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<PackagedResources Include="$(SolutionDir)manifest.json" />
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<PackagedResources Include="$(TargetDir)MuzikaGromche.dll" />
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</ItemGroup>
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<ItemGroup>
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<AudioFiles Include="$(SolutionDir)Assets\*.mp3" />
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<AudioFiles Include="$(SolutionDir)Assets\*.ogg" />
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<AudioFiles Include="$(SolutionDir)Assets\*.wav" />
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</ItemGroup>
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<RemoveDir Directories="$(DistDir)" />
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<Copy
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SourceFiles="@(AudioFiles);@(PackagedResources)"
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DestinationFolder="$(DistDir)"
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/>
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<ZipDirectory
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SourceDirectory="$(DistDir)"
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DestinationFile="$(TargetDir)MuzikaGromche-$(Configuration).zip"
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Overwrite="true"
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/>
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<Copy
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SourceFiles="$(ZipBundle)"
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DestinationFolder="$(SolutionDir)dist\"
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/>
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</Target>
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<!--
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Usage:
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Set WavExportDir in props.user file.
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Run
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> dotnet msbuild /t:wav2ogg /p:TrackName=GodMode
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-->
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<Target Name="wav2ogg">
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<ItemGroup>
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<TrackNames Include="$(TrackName)Start" />
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<TrackNames Include="$(TrackName)Loop" />
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</ItemGroup>
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<Exec Command="ffmpeg -bitexact -y -i $(WavExportDir)%(TrackNames.Identity).wav $(SolutionDir)Assets\%(TrackNames.Identity).ogg"/>
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</Target>
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</Project>
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