commit e2e7d169cc96b36c9221c12b367be4111ff75a14 Author: NGnius Date: Thu Oct 1 13:21:44 2020 +0000 Initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..a1dff74 --- /dev/null +++ b/.gitignore @@ -0,0 +1,348 @@ +## 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 + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ + +# 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 + +# 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/ + +# 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 +*.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 + +# JustCode is a .NET coding add-in +.JustCode + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# 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 +# 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 + +# 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 + +# 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 +*- Backup*.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/ + +# JetBrains Rider +.idea/ +*.sln.iml + +# 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 + +# references +ref + +# doxygen docs +doxygen/** +**.bak +dox.log diff --git a/HelloModdingWorld.sln b/HelloModdingWorld.sln new file mode 100644 index 0000000..53b74f0 --- /dev/null +++ b/HelloModdingWorld.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29609.76 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "HelloModdingWorld", "HelloModdingWorld\HelloModdingWorld.csproj", "{E0EEA15D-AB3C-4C73-A000-C49B5AE9EA66}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {E0EEA15D-AB3C-4C73-A000-C49B5AE9EA66}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {E0EEA15D-AB3C-4C73-A000-C49B5AE9EA66}.Debug|Any CPU.Build.0 = Debug|Any CPU + {E0EEA15D-AB3C-4C73-A000-C49B5AE9EA66}.Release|Any CPU.ActiveCfg = Release|Any CPU + {E0EEA15D-AB3C-4C73-A000-C49B5AE9EA66}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + 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..\..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestAudioModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestTextureModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestTextureModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestWWWModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.UnityWebRequestWWWModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.VehiclesModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.VehiclesModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.VFXModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.VFXModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.VideoModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.VideoModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.VRModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.VRModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.WindModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.WindModule.dll + + + ..\ref\Gamecraft_Data\Managed\UnityEngine.XRModule.dll + ..\..\ref\Gamecraft_Data\Managed\UnityEngine.XRModule.dll + + + + + diff --git a/HelloModdingWorld/MyPlugin.cs b/HelloModdingWorld/MyPlugin.cs new file mode 100644 index 0000000..d261f30 --- /dev/null +++ b/HelloModdingWorld/MyPlugin.cs @@ -0,0 +1,52 @@ +using System.Reflection; + +using IllusionPlugin; +//using GamecraftModdingAPI; + +namespace HelloModdingWorld +{ + public class MyPlugin : IEnhancedPlugin // the Illusion Plugin Architecture (IPA) will ignore classes that don't implement IPlugin' + { + public override string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; // HelloModdingWorld by default + // To change the name, change the project's name + + public override string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString(); // 0.0.1 by default + // To change the version, change 0.0.1 in HelloModdingWorld.csproj + + // called when Gamecraft shuts down + public override void OnApplicationQuit() + { + // Shutdown this mod + GamecraftModdingAPI.Utility.Logging.LogDebug($"{Name} has shutdown"); + + // Shutdown the Gamecraft modding API last + GamecraftModdingAPI.Main.Shutdown(); + } + + // called when Gamecraft starts up + public override void OnApplicationStart() + { + // Initialize the Gamecraft modding API first + GamecraftModdingAPI.Main.Init(); + // check out the modding API docs here: https://mod.exmods.org/ + + // Initialize this mod + // create HelloWorld command + // this writes "Hello modding world!" when you execute it in Gamecraft's console + // (use the forward-slash key '/' to open the console in Gamecraft when in a game) + GamecraftModdingAPI.Commands.CommandBuilder.Builder() + .Name("HelloWorld") // command name (used to invoke it in the console) + .Description("Says Hello modding world!") // command description (displayed in help and hint toolbar) + .Action(() => { GamecraftModdingAPI.Utility.Logging.CommandLog("Hello modding world!"); }) + .Build(); // construct and automatically register the command so the modding API knows about it + + GamecraftModdingAPI.Utility.Logging.MetaLog($"{Name} has started up"); + } + + // unused methods + + public override void OnFixedUpdate() { } // called once per physics update + + public override void OnUpdate() { } // called once per rendered frame (frame update) + } +} diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..d449d3e --- /dev/null +++ b/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is furnished +to do so, subject to the following conditions: + +The above copyright notice and this permission notice (including the next +paragraph) shall be included in all copies or substantial portions of the +Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS +FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS +OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF +OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. diff --git a/README.md b/README.md new file mode 100644 index 0000000..6715fc9 --- /dev/null +++ b/README.md @@ -0,0 +1,32 @@ +# HelloModdingWorld + +Shell project for Gamecraft mods. +Use this as a quick-start project structure for your own mods, or to learn how modding works. + +## Setup + +This project requires most of Gamecraft's `.dll` files to function correctly. +Most, but not all, of these files are stored in Gamecraft's `Gamecraft_Data\Managed` folder. +The project is pre-configured to look in a folder called ref in the solution's main directory or one level up from that. + +You can make sure HelloModdingWorld can find all of `.dll` files it needs by copying your Gamecraft folder here and renaming it to `ref`, but you'll have to re-copy it after every Gamecraft update. +You can also create a symbolic link (look it up) to your Gamecraft install folder named `ref` in this folder to avoid having to re-copy files. + +For any mod to work, you will have to patch your game with [GCIPA](https://git.exmods.org/modtainers/GCIPA). +[Direct link to install guide](https://git.exmods.org/modtainers/GCIPA/src/branch/master/README.md#how-to-install). +!!Download a release from git.exmods.org not github.com!! + +This project also requires the [GamecraftModdingAPI](https://git.exmods.org/modtainers/GamecraftModdingAPI) library to be installed (in `ref/Plugins/GamecraftModdingAPI.dll`). +[Direct link to install guide](https://www.exmods.org/guides/install.html). + +## Building + +After you've completed the setup, open the solution file `HelloModdingWorld.sln` in your prefered C# .NET/Mono development environment. +I'd recommend Visual Studio Community Edition or JetBrains Rider for Windows and Monodevelop for Linux. + +If you've successfully completed setup, you should be able to build the HelloModdingWorld project without errors. +If it doesn't work and you can't figure out why, ask for help on [our Discord server](https://discord.gg/xjnFxQV). + +## Installation + +To install the HelloModdingWorld mod, copy the build's `HelloModdingWorld.dll` into the `Plugins` folder in Gamecraft's main folder.