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
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<Solution>
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<Project Path="HookahPlace/HookahPlace.csproj" />
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</Solution>
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<Project Sdk="Microsoft.NET.Sdk">
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<!-- BepInEx Properties -->
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<PropertyGroup>
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<AssemblyName>Ratijas.HookahPlace</AssemblyName>
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<Product>HookahPlace</Product>
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<!-- Change to whatever version you're currently on. -->
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<Version>1.0.0</Version>
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</PropertyGroup>
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<!-- Project Properties -->
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<RootNamespace>CRLib._ModTemplate</RootNamespace>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>latest</LangVersion>
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</PropertyGroup>
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<!-- Enable Nullable for better IDE null-checking -->
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<PropertyGroup>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<!-- Set NuGet Sources -->
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<PropertyGroup>
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<RestoreAdditionalProjectSources>
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https://api.nuget.org/v3/index.json;
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https://nuget.bepinex.dev/v3/index.json;
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https://nuget.windows10ce.com/nuget/v3/index.json <!-- This source lets you reference mods from thunderstore if they aren't on NuGet -->
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</RestoreAdditionalProjectSources>
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</PropertyGroup>
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<!-- Disable Publicizer Warnings -->
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<PropertyGroup>
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<NoWarn>$(NoWarn);CS0436</NoWarn>
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</PropertyGroup>
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<!-- Embed Debug Symbols for Easier Debugging -->
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<PropertyGroup>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>embedded</DebugType>
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<!--
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Trim the project path to prevent players from potentially
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viewing Private Information in stack traces.
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-->
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<PathMap>$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)'))=./</PathMap>
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</PropertyGroup>
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<PropertyGroup>
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<DawnLibVersion>0.4.*</DawnLibVersion>
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</PropertyGroup>
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<!-- Primary Package References - BepInEx -->
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<ItemGroup>
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<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all"/>
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<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all"/>
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<PackageReference Include="BepInEx.Core" Version="5.*" PrivateAssets="all"/>
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<PackageReference Include="BepInEx.PluginInfoProps" Version="2.*" PrivateAssets="all"/>
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<PackageReference Include="LethalCompany.GameLibs.Steam" Version="*-*" PrivateAssets="all"/>
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<PackageReference Include="UnityEngine.Modules" Version="2022.3.62" PrivateAssets="all"/>
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<PackageReference Include="TeamXiaolan.DawnLib" Version="$(DawnLibVersion)" PrivateAssets="all"/>
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</ItemGroup>
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<ItemGroup Condition="'$(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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<!-- Package References - Game Assembly HookGen -->
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<ItemGroup>
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<Reference Include="MMHOOK_Assembly-CSharp">
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<HintPath>$(MMHOOKDirectory)MMHOOK_Assembly-CSharp.dll</HintPath>
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</Reference>
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</ItemGroup>
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<!-- Netcode Patcher Post-Build Event -->
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<Sdk Name="Evaisa.NetcodePatcher.MSBuild" Version="4.4.1" />
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<ItemGroup>
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<NetcodePatch Include="$(TargetPath)" />
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</ItemGroup>
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<PropertyGroup>
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<NetcodePatcherUnityVersion>2022.3.62</NetcodePatcherUnityVersion>
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<NetcodePatcherNetcodeVersion>1.12.0</NetcodePatcherNetcodeVersion>
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<NetcodePatcherTransportVersion>1.0.0</NetcodePatcherTransportVersion>
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</PropertyGroup>
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<Target Name="PackThunderstore" DependsOnTargets="NetcodePatch" AfterTargets="PostBuildEvent" Condition="$(Configuration) == 'Release'">
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<Exec Command="tcli build --config-path "$(ProjectDir)Thunderstore/thunderstore.toml" --package-version $(Version) --package-name $(Product)" />
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</Target>
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</Project>
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<Project>
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<!-- Custom Variables -->
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<PropertyGroup>
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<!--#if (BepInExPluginLocation != "") -->
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<CopyToDirectory>.../Lethal Company/BepInEx/plugins/</CopyToDirectory>
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<!--#endif -->
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<!--#if (MMHOOKLocation != "") -->
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<MMHOOKDirectory>.../Lethal Comapny/BepInEx/plugins/MMHOOK/</MMHOOKDirectory>
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<!--#endif -->
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</PropertyGroup>
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<!--#if (BepInExPluginLocation != "") -->
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<!-- Copy to Plugin Directory for Quicker Testing -->
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<!--#if (UseNetcodePatcher) -->
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<Target Name="CopyFiles" DependsOnTargets="NetcodePatch" AfterTargets="PostBuildEvent">
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<MakeDir
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Directories="$(CopyToDirectory)$(Product)-DEV/Assets"
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Condition="!Exists('$(CopyToDirectory)$(Product)-DEV/Assets')"
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/>
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="$(CopyToDirectory)$(Product)-DEV"/>
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<ItemGroup>
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<AssetBundles Include="$(ProjectDir)res/*" />
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<AssetBundles Remove="$(ProjectDir)res/*.meta" />
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<Assetbundles Remove="$(ProjectDir)res/*.manifest" />
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</ItemGroup>
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<Copy SourceFiles="@(AssetBundles)" DestinationFolder="$(CopyToDirectory)$(Product)-DEV/Assets/"/>
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</Target>
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<!--#endif -->
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</Project>
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# TODO before release:
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- `thunderstore.toml`:
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- **Important**: Set `namespace` (this is your author name) and `description`
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- Set `websiteUrl`
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- Update `DawnLib` version
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- Note that the name of your mod is determined by the name of the project, and the version is determined in your `.csproj`
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- `.csproj`:
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- Update `DawnLib` version
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- `HookahPlaceKeys.cs`:
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- Look in this file
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- Update this README! (it gets used to generate your mods readme)
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- Finally, build in the `Release` configuration to create the zip
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# 1.0.0
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Inital release
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[config]
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schemaVersion = "0.0.1"
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[package]
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namespace = ""
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description = ""
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websiteUrl = ""
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containsNsfwContent = false
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[package.dependencies]
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BepInEx-BepInExPack = "5.4.2100"
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TeamXiaolan-DawnLib = "0.4.0"
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[build]
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icon = "./icon.png"
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readme = "../README.md"
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outdir = "../Packages"
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[[build.copy]]
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source = "../bin/Release/netstandard2.1/Ratijas.HookahPlace.dll"
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target = "BepInEx/plugins/HookahPlace/"
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[[build.copy]]
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source = "../res"
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target = "BepInEx/plugins/HookahPlace/Assets"
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[[build.copy]]
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source = "./CHANGELOG.md"
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target = "/"
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[publish]
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repository = "https://thunderstore.io"
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communities = [ "lethal-company", ]
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[publish.categories]
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lethal-company = [ "mods", "tools", "libraries", "clientside", "serverside" ]
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using Dawn;
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using Dusk;
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namespace HookahPlace.Content;
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// REMOVE THIS FILE IF NOT USING DUSK
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public class ExampleContentHandler : ContentHandler<ExampleContentHandler>
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{
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public ExampleContentHandler(DuskMod mod) : base(mod)
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{
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RegisterContent("content bundle name here", out DefaultBundle? bundle);
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}
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}
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using BepInEx;
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using BepInEx.Logging;
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using System.Reflection;
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using UnityEngine;
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using Dawn;
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using Dawn.Utils;
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namespace HookahPlace;
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[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
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[BepInDependency(DawnLib.PLUGIN_GUID)]
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public class HookahPlace : BaseUnityPlugin
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{
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internal new static ManualLogSource Logger { get; private set; } = null!;
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internal static PersistentDataContainer PersistentData { get; private set; } = null!;
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private void Awake()
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{
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Logger = base.Logger;
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// Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), MyPluginInfo.PLUGIN_GUID) // uncomment if using Harmony to patch
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// Example Persistent Data Container Usage
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// 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
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PersistentData = this.GetPersistentDataContainer();
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// e.g. track the last version the player played with, could be useful if you want do to stuff like setting migration.
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// if you want to do config migration you should use DawnLib.GetCurrentInstallSave instead.
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PersistentData.Set(HookahPlaceKeys.LastVersion, MyPluginInfo.PLUGIN_VERSION);
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Logger.LogInfo($"{MyPluginInfo.PLUGIN_GUID} v{MyPluginInfo.PLUGIN_VERSION} has loaded!");
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}
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}
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using Dawn;
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namespace HookahPlace;
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// NamespacedKeys are a big component of how DawnLib works and tracks information,
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// therefore you'll end up using quite a few of them
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//
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// To keep things organised, it's best practice to keep all your keys within a static class like this.
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// So instead of doing NamespacedKey.From anywhere in your plugin, you should do it here.
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// This way you only create one, and if you want to refactor the name to something, it's much easier.
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//
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// If you contain lots of keys, you might want to use child classes e.g: HookahPlaceKeys.Items.MyItem
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// Note: the use of `partial` here is because of the DawnLib SourceGenerator, which you might not be using.
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public static partial class HookahPlaceKeys {
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// You may want to update this namespace. It should be "Snake case", e.g: FacilityMeltdown's namespace should be `facility_meltdown`
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// You can also shorten it if you want, e.g: `meltdown`
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public const string Namespace = "hookah_place";
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// Data Keys
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internal static NamespacedKey LastVersion = NamespacedKey.From(Namespace, "last_version");
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}
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