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tags/v1.0.0
NGnius 4 years ago
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e1e8e2f269
4 changed files with 1163 additions and 0 deletions
  1. +348
    -0
      .gitignore
  2. +25
    -0
      HelloModdingWorld.sln
  3. +727
    -0
      HelloModdingWorld/HelloModdingWorld.csproj
  4. +63
    -0
      HelloModdingWorld/MyPlugin.cs

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- 0
.gitignore View File

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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
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# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs

# Build results
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[Dd]ebugPublic/
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x64/
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[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
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Generated\ Files/

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# Files built by Visual Studio
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# Since there are multiple workflows, uncomment next line to ignore bower_components
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#bower_components/

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- 0
HelloModdingWorld.sln View File

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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
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+ 727
- 0
HelloModdingWorld/HelloModdingWorld.csproj View File

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<Project Sdk="Microsoft.NET.Sdk">

<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<Version>0.0.1</Version>
<Authors>Me</Authors>
<PackageLicenseExpression>MIT</PackageLicenseExpression>
<PackageProjectUrl>https://git.exmods.org/modtainers/HelloModdingWorld</PackageProjectUrl>
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+ 63
- 0
HelloModdingWorld/MyPlugin.cs View File

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using System.Reflection;

using IllusionPlugin;
// using GamecraftModdingAPI;
using GamecraftModdingAPI.Commands;

namespace HelloModdingWorld
{
public class MyPlugin : IPlugin // the Illusion Plugin Architecture (IPA) will ignore classes that don't implement IPlugin'
{
public string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; // HelloModdingWorld by default
// To change the name, change the project's name

public 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

private static readonly string helloWorldCommandName = "HelloWorld"; // command name

// called when Gamecraft shuts down
public 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 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 SimpleCustomCommandEngine
// 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)
SimpleCustomCommandEngine helloWorldCommand = new SimpleCustomCommandEngine(
() => { GamecraftModdingAPI.Utility.Logging.CommandLog("Hello modding world!"); }, // command action
// also try using CommandLogWarning or CommandLogError instead of CommandLog
helloWorldCommandName, // command name (used to invoke it in the console)
"Says Hello modding world!" // command description (displayed when help command is executed)
); // this command can also be executed using the Command Computer

// register the command so the modding API knows about it
CommandManager.AddCommand(helloWorldCommand);

GamecraftModdingAPI.Utility.Logging.LogDebug($"{Name} has started up");
}

// unused methods

public void OnFixedUpdate() { } // called once per physics update

public void OnLevelWasInitialized(int level) { } // called after a level is initialized

public void OnLevelWasLoaded(int level) { } // called after a level is loaded

public void OnUpdate() { } // called once per rendered frame (frame update)
}
}