create DawnLib mod project, with a subdirectory layout

- Mod Manager (Gale) > New Profile, name it "HookahPlace Test"
- Install "DawnLib by TeamXiaolan v0.5.12"
- Launch game once and close
- Open profile folder, e.g. `C:\Users\user\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\HookahPlace Test\`

$mod_dir = "C:\Users\user\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\HookahPlace Test\"

dotnet new dawnlibmod `
  -M Ratijas.HookahPlace `
  -MM "$mod_dir\BepInEx\plugins\MMHOOK\Managed" `
  -B "$mod_dir\BepInEx\plugins" `
  --name HookahPlace

dotnet sln HookahPlace.slnx add HookahPlace/HookahPlace.csproj

rm HookahPlace/Thunderstore/icon.png
This commit is contained in:
ivan tkachenko 2025-12-20 17:40:07 +02:00
parent 2f01c498a1
commit a68e8c7194
10 changed files with 238 additions and 0 deletions

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<Solution> <Solution>
<Project Path="HookahPlace/HookahPlace.csproj" />
</Solution> </Solution>

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<Project Sdk="Microsoft.NET.Sdk">
<!-- BepInEx Properties -->
<PropertyGroup>
<AssemblyName>Ratijas.HookahPlace</AssemblyName>
<Product>HookahPlace</Product>
<!-- Change to whatever version you're currently on. -->
<Version>1.0.0</Version>
</PropertyGroup>
<!-- Project Properties -->
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<RootNamespace>CRLib._ModTemplate</RootNamespace>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<!-- Enable Nullable for better IDE null-checking -->
<PropertyGroup>
<Nullable>enable</Nullable>
</PropertyGroup>
<!-- Set NuGet Sources -->
<PropertyGroup>
<RestoreAdditionalProjectSources>
https://api.nuget.org/v3/index.json;
https://nuget.bepinex.dev/v3/index.json;
https://nuget.windows10ce.com/nuget/v3/index.json <!-- This source lets you reference mods from thunderstore if they aren't on NuGet -->
</RestoreAdditionalProjectSources>
</PropertyGroup>
<!-- Disable Publicizer Warnings -->
<PropertyGroup>
<NoWarn>$(NoWarn);CS0436</NoWarn>
</PropertyGroup>
<!-- Embed Debug Symbols for Easier Debugging -->
<PropertyGroup>
<DebugSymbols>true</DebugSymbols>
<DebugType>embedded</DebugType>
<!--
Trim the project path to prevent players from potentially
viewing Private Information in stack traces.
-->
<PathMap>$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)'))=./</PathMap>
</PropertyGroup>
<PropertyGroup>
<DawnLibVersion>0.4.*</DawnLibVersion>
</PropertyGroup>
<!-- Primary Package References - BepInEx -->
<ItemGroup>
<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all"/>
<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all"/>
<PackageReference Include="BepInEx.Core" Version="5.*" PrivateAssets="all"/>
<PackageReference Include="BepInEx.PluginInfoProps" Version="2.*" PrivateAssets="all"/>
<PackageReference Include="LethalCompany.GameLibs.Steam" Version="*-*" PrivateAssets="all"/>
<PackageReference Include="UnityEngine.Modules" Version="2022.3.62" PrivateAssets="all"/>
<PackageReference Include="TeamXiaolan.DawnLib" Version="$(DawnLibVersion)" PrivateAssets="all"/>
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all"/>
</ItemGroup>
<!-- Package References - Game Assembly HookGen -->
<ItemGroup>
<Reference Include="MMHOOK_Assembly-CSharp">
<HintPath>$(MMHOOKDirectory)MMHOOK_Assembly-CSharp.dll</HintPath>
</Reference>
</ItemGroup>
<!-- Netcode Patcher Post-Build Event -->
<Sdk Name="Evaisa.NetcodePatcher.MSBuild" Version="4.4.1" />
<ItemGroup>
<NetcodePatch Include="$(TargetPath)" />
</ItemGroup>
<PropertyGroup>
<NetcodePatcherUnityVersion>2022.3.62</NetcodePatcherUnityVersion>
<NetcodePatcherNetcodeVersion>1.12.0</NetcodePatcherNetcodeVersion>
<NetcodePatcherTransportVersion>1.0.0</NetcodePatcherTransportVersion>
</PropertyGroup>
<Target Name="PackThunderstore" DependsOnTargets="NetcodePatch" AfterTargets="PostBuildEvent" Condition="$(Configuration) == 'Release'">
<Exec Command="tcli build --config-path &quot;$(ProjectDir)Thunderstore/thunderstore.toml&quot; --package-version $(Version) --package-name $(Product)" />
</Target>
</Project>

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<Project>
<!-- Custom Variables -->
<PropertyGroup>
<!--#if (BepInExPluginLocation != "") -->
<CopyToDirectory>.../Lethal Company/BepInEx/plugins/</CopyToDirectory>
<!--#endif -->
<!--#if (MMHOOKLocation != "") -->
<MMHOOKDirectory>.../Lethal Comapny/BepInEx/plugins/MMHOOK/</MMHOOKDirectory>
<!--#endif -->
</PropertyGroup>
<!--#if (BepInExPluginLocation != "") -->
<!-- Copy to Plugin Directory for Quicker Testing -->
<!--#if (UseNetcodePatcher) -->
<Target Name="CopyFiles" DependsOnTargets="NetcodePatch" AfterTargets="PostBuildEvent">
<MakeDir
Directories="$(CopyToDirectory)$(Product)-DEV/Assets"
Condition="!Exists('$(CopyToDirectory)$(Product)-DEV/Assets')"
/>
<Copy SourceFiles="$(TargetPath)" DestinationFolder="$(CopyToDirectory)$(Product)-DEV"/>
<ItemGroup>
<AssetBundles Include="$(ProjectDir)res/*" />
<AssetBundles Remove="$(ProjectDir)res/*.meta" />
<Assetbundles Remove="$(ProjectDir)res/*.manifest" />
</ItemGroup>
<Copy SourceFiles="@(AssetBundles)" DestinationFolder="$(CopyToDirectory)$(Product)-DEV/Assets/"/>
</Target>
<!--#endif -->
</Project>

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HookahPlace/README.md Normal file
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# TODO before release:
- `thunderstore.toml`:
- **Important**: Set `namespace` (this is your author name) and `description`
- Set `websiteUrl`
- Update `DawnLib` version
- Note that the name of your mod is determined by the name of the project, and the version is determined in your `.csproj`
- `.csproj`:
- Update `DawnLib` version
- `HookahPlaceKeys.cs`:
- Look in this file
- Update this README! (it gets used to generate your mods readme)
- Finally, build in the `Release` configuration to create the zip

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# 1.0.0
Inital release

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[config]
schemaVersion = "0.0.1"
[package]
namespace = ""
description = ""
websiteUrl = ""
containsNsfwContent = false
[package.dependencies]
BepInEx-BepInExPack = "5.4.2100"
TeamXiaolan-DawnLib = "0.4.0"
[build]
icon = "./icon.png"
readme = "../README.md"
outdir = "../Packages"
[[build.copy]]
source = "../bin/Release/netstandard2.1/Ratijas.HookahPlace.dll"
target = "BepInEx/plugins/HookahPlace/"
[[build.copy]]
source = "../res"
target = "BepInEx/plugins/HookahPlace/Assets"
[[build.copy]]
source = "./CHANGELOG.md"
target = "/"
[publish]
repository = "https://thunderstore.io"
communities = [ "lethal-company", ]
[publish.categories]
lethal-company = [ "mods", "tools", "libraries", "clientside", "serverside" ]

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using Dawn;
using Dusk;
namespace HookahPlace.Content;
// REMOVE THIS FILE IF NOT USING DUSK
public class ExampleContentHandler : ContentHandler<ExampleContentHandler>
{
public ExampleContentHandler(DuskMod mod) : base(mod)
{
RegisterContent("content bundle name here", out DefaultBundle? bundle);
}
}

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using BepInEx;
using BepInEx.Logging;
using System.Reflection;
using UnityEngine;
using Dawn;
using Dawn.Utils;
namespace HookahPlace;
[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
[BepInDependency(DawnLib.PLUGIN_GUID)]
public class HookahPlace : BaseUnityPlugin
{
internal new static ManualLogSource Logger { get; private set; } = null!;
internal static PersistentDataContainer PersistentData { get; private set; } = null!;
private void Awake()
{
Logger = base.Logger;
// Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), MyPluginInfo.PLUGIN_GUID) // uncomment if using Harmony to patch
// Example Persistent Data Container Usage
// You can do anything you want with this DataContainer, there are a few additonal ones under the DawnLib class that pertain to actual save files
PersistentData = this.GetPersistentDataContainer();
// e.g. track the last version the player played with, could be useful if you want do to stuff like setting migration.
// if you want to do config migration you should use DawnLib.GetCurrentInstallSave instead.
PersistentData.Set(HookahPlaceKeys.LastVersion, MyPluginInfo.PLUGIN_VERSION);
Logger.LogInfo($"{MyPluginInfo.PLUGIN_GUID} v{MyPluginInfo.PLUGIN_VERSION} has loaded!");
}
}

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using Dawn;
namespace HookahPlace;
// NamespacedKeys are a big component of how DawnLib works and tracks information,
// therefore you'll end up using quite a few of them
//
// To keep things organised, it's best practice to keep all your keys within a static class like this.
// So instead of doing NamespacedKey.From anywhere in your plugin, you should do it here.
// This way you only create one, and if you want to refactor the name to something, it's much easier.
//
// If you contain lots of keys, you might want to use child classes e.g: HookahPlaceKeys.Items.MyItem
// Note: the use of `partial` here is because of the DawnLib SourceGenerator, which you might not be using.
public static partial class HookahPlaceKeys {
// You may want to update this namespace. It should be "Snake case", e.g: FacilityMeltdown's namespace should be `facility_meltdown`
// You can also shorten it if you want, e.g: `meltdown`
public const string Namespace = "hookah_place";
// Data Keys
internal static NamespacedKey LastVersion = NamespacedKey.From(Namespace, "last_version");
}