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Initial commit

tags/v0.1.0
NGnius 4 years ago
commit
a6ac0eb6a3
6 changed files with 1276 additions and 0 deletions
  1. +348
    -0
      .gitignore
  2. +25
    -0
      HelloModdingWorld.sln
  3. +787
    -0
      HelloModdingWorld/HelloModdingWorld.csproj
  4. +63
    -0
      HelloModdingWorld/MyPlugin.cs
  5. +21
    -0
      LICENSE
  6. +32
    -0
      README.md

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.gitignore View File

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HelloModdingWorld.sln View File

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+ 787
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HelloModdingWorld/HelloModdingWorld.csproj View File

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<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Core.Runtime.dll</HintPath>
</Reference>
<Reference Include="Unity.RenderPipelines.Core.ShaderLibrary">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Core.ShaderLibrary.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Core.ShaderLibrary.dll</HintPath>
</Reference>
<Reference Include="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
</Reference>
<Reference Include="Unity.RenderPipelines.Universal.Runtime">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Universal.Runtime.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Universal.Runtime.dll</HintPath>
</Reference>
<Reference Include="Unity.RenderPipelines.Universal.Shaders">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
</Reference>
<Reference Include="Unity.ResourceManager">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.ResourceManager.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.ResourceManager.dll</HintPath>
</Reference>
<Reference Include="Unity.Scenes.Hybrid">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.Scenes.Hybrid.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.Scenes.Hybrid.dll</HintPath>
</Reference>
<Reference Include="Unity.ScriptableBuildPipeline">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.ScriptableBuildPipeline.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.ScriptableBuildPipeline.dll</HintPath>
</Reference>
<Reference Include="Unity.Serialization">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.Serialization.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.Serialization.dll</HintPath>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.TextMeshPro.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="Unity.Timeline">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.Timeline.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.Timeline.dll</HintPath>
</Reference>
<Reference Include="Unity.Transforms">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.Transforms.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.Transforms.dll</HintPath>
</Reference>
<Reference Include="Unity.Transforms.Hybrid">
<HintPath>..\ref\Gamecraft_Data\Managed\Unity.Transforms.Hybrid.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\Unity.Transforms.Hybrid.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\ref\Gamecraft_Data\Managed\UnityEngine.UI.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="uREPL">
<HintPath>..\ref\Gamecraft_Data\Managed\uREPL.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\uREPL.dll</HintPath>
</Reference>
<Reference Include="VisualProfiler">
<HintPath>..\ref\Gamecraft_Data\Managed\VisualProfiler.dll</HintPath>
<HintPath>..\..\ref\Gamecraft_Data\Managed\VisualProfiler.dll</HintPath>
</Reference>
<Reference Include="Microsoft.CSharp" />
</ItemGroup>
<!--End Dependencies-->

</Project>

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- 0
HelloModdingWorld/MyPlugin.cs View File

@@ -0,0 +1,63 @@
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)
}
}

+ 21
- 0
LICENSE View File

@@ -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.

+ 32
- 0
README.md View File

@@ -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.