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## 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 |
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| |||
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 | |||
EndGlobalSection | |||
GlobalSection(ExtensibilityGlobals) = postSolution | |||
SolutionGuid = {588EB8B7-9ADA-4723-BAC9-04B676A88771} | |||
EndGlobalSection | |||
EndGlobal |
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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 <Version>0.0.1</Version> 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) | |||
} | |||
} |
@@ -0,0 +1,21 @@ | |||
MIT License | |||
Copyright (c) <year> <copyright holders> | |||
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. |
@@ -0,0 +1,35 @@ | |||
# HelloModdingWorld | |||
Shell project for Techblox 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 Techblox's `.dll` files to function correctly. | |||
Most, but not all, of these files are stored in Techblox's `Techblox_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 Techblox folder here and renaming it to `ref`, but you'll have to re-copy it after every Techblox update. | |||
You can also create a symbolic link (look it up) to your Techblox 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). | |||
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). | |||
If you don't want to use the standard modding API, | |||
you can remove the dependency by removing `<Reference Include="GamecraftModdingAPI"> ... </Reference>` in `HelloModdingWorld.csproj` and removing all mentions in `MyPlugin.cs`. | |||
## 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. | |||
The build configuration should be automatically imported from the project's files. | |||
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 Techblox's main folder. |