feat: initialize project #1

This commit is contained in:
David Utz
2026-08-21 14:35:21 +02:00
committed by david
parent ce07880273
commit c8361d7ebf
8 changed files with 562 additions and 0 deletions
+217
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# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
x64/
[Bb]in/
[Oo]bj/
# build folder is nowadays used for build scripts and should not be ignored
#build/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.scc
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
*.ncrunch*
.*crunch*.local.xml
# 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
*.Publish.xml
# Windows Azure Build Output
csx
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.pfx
*.publishsettings
modulesbin/
tempbin/
# EPiServer Site file (VPP)
AppData/
# 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
# vim
*.txt~
*.swp
*.swo
# Temp files when opening LibreOffice on ubuntu
.~lock.*
# svn
.svn
# CVS - Source Control
**/CVS/
# Remainings from resolving conflicts in Source Control
*.orig
# SQL Server files
**/App_Data/*.mdf
**/App_Data/*.ldf
**/App_Data/*.sdf
#LightSwitch generated files
GeneratedArtifacts/
_Pvt_Extensions/
ModelManifest.xml
# =========================
# Windows detritus
# =========================
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# OS generated files #
Icon?
# Mac desktop service store files
.DS_Store
# SASS Compiler cache
.sass-cache
# Visual Studio 2014 CTP
**/*.sln.ide
# Visual Studio temp something
.vs/
# dotnet stuff
project.lock.json
# VS 2015+
*.vc.vc.opendb
*.vc.db
# Rider
.idea/
# Visual Studio Code
.vscode/
# Output folder used by Webpack or other FE stuff
**/node_modules/*
**/wwwroot/*
# SpecFlow specific
*.feature.cs
*.feature.xlsx.*
*.Specs_*.html
# UWP Projects
AppPackages/
#####
# End of core ignore list, below put you custom 'per project' settings (patterns or path)
#####
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HarmonyLib;
namespace IngameReveries
{
// ModBehaviour will be instantiated and attached as a component in a container game object named <Your Mod ID>
// Multiple ModBehaviours in your mod will share the same container.
public class IngameReveries : ModBehaviour
{
private void Awake()
{
// Metadata of your mod is stored in this.about
Debug.Log("Hello! I'm loaded! " + mod.metadata.id);
// If you need to patch with Harmony, you can use this.harmony to access the Harmony instance for your mod.
// It will be created with your mod's id automatically, the first time you access the property.
harmony.PatchAll();
}
private void OnDestroy()
{
// Make sure you clean up properly to support Live Reload.
Debug.Log("Good bye! " + mod.metadata.id);
harmony.UnpatchAll();
}
}
}
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<Project Sdk="Microsoft.NET.Sdk">
<Import Project="Directory.Build.props.user" Condition="Exists('Directory.Build.props.user')" />
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<LangVersion>9.0</LangVersion>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<NoStdLib>true</NoStdLib>
<DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<AssemblyTitle>IngameReveries</AssemblyTitle>
<AssemblyProduct>IngameReveries</AssemblyProduct>
<AssemblyCompany>ModAuthor</AssemblyCompany>
<AssemblyVersion>1.0.0.0</AssemblyVersion>
<AssemblyFileVersion>1.0.0.0</AssemblyFileVersion>
<AssemblyConfiguration>Debug</AssemblyConfiguration>
<GameDir Condition="'$(GameDir)' == ''">..\..\</GameDir>
<GameManagedDir>$(GameDir)Shape of Dreams_Data\Managed</GameManagedDir>
<GameModsDir>$(GameDir)Mods\$(AssemblyTitle)</GameModsDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug'">
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'">
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib">
<HintPath>$(GameManagedDir)\mscorlib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="netstandard">
<HintPath>$(GameManagedDir)\netstandard.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System">
<HintPath>$(GameManagedDir)\System.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System.Core">
<HintPath>$(GameManagedDir)\System.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>$(GameManagedDir)\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>$(GameManagedDir)\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Dew.Contents">
<HintPath>$(GameManagedDir)\Dew.Contents.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Dew.Core">
<HintPath>$(GameManagedDir)\Dew.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Dew.External">
<HintPath>$(GameManagedDir)\Dew.External.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Dew.UI">
<HintPath>$(GameManagedDir)\Dew.UI.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Addressables">
<HintPath>$(GameManagedDir)\Unity.Addressables.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Collections">
<HintPath>$(GameManagedDir)\Unity.Collections.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Formats.Fbx.Runtime">
<HintPath>$(GameManagedDir)\Unity.Formats.Fbx.Runtime.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.InputSystem">
<HintPath>$(GameManagedDir)\Unity.InputSystem.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.InputSystem.ForUI">
<HintPath>$(GameManagedDir)\Unity.InputSystem.ForUI.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Mathematics">
<HintPath>$(GameManagedDir)\Unity.Mathematics.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Mirror.CodeGen">
<HintPath>$(GameManagedDir)\Unity.Mirror.CodeGen.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Profiling.Core">
<HintPath>$(GameManagedDir)\Unity.Profiling.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.RenderPipeline.Universal.ShaderLibrary">
<HintPath>$(GameManagedDir)\Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.RenderPipelines.Core.Runtime">
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Core.Runtime.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.RenderPipelines.Core.ShaderLibrary">
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Core.ShaderLibrary.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.RenderPipelines.Universal.Runtime">
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Universal.Runtime.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.RenderPipelines.Universal.Runtime.Tests">
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Universal.Runtime.Tests.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.RenderPipelines.Universal.Shaders">
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.ResourceManager">
<HintPath>$(GameManagedDir)\Unity.ResourceManager.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.ScriptableBuildPipeline">
<HintPath>$(GameManagedDir)\Unity.ScriptableBuildPipeline.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Analytics">
<HintPath>$(GameManagedDir)\Unity.Services.Analytics.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Authentication">
<HintPath>$(GameManagedDir)\Unity.Services.Authentication.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core">
<HintPath>$(GameManagedDir)\Unity.Services.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Analytics">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Analytics.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Configuration">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Configuration.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Device">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Device.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Environments">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Environments.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Environments.Internal">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Environments.Internal.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Internal">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Internal.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Networking">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Networking.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Registration">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Registration.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Scheduler">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Scheduler.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Telemetry">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Telemetry.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Core.Threading">
<HintPath>$(GameManagedDir)\Unity.Services.Core.Threading.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Lobbies">
<HintPath>$(GameManagedDir)\Unity.Services.Lobbies.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.Services.Wire.Internal">
<HintPath>$(GameManagedDir)\Unity.Services.Wire.Internal.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.ShaderGraph.Utilities">
<HintPath>$(GameManagedDir)\Unity.ShaderGraph.Utilities.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>$(GameManagedDir)\Unity.TextMeshPro.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.VisualEffectGraph.Runtime">
<HintPath>$(GameManagedDir)\Unity.VisualEffectGraph.Runtime.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(GameManagedDir)\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.IMGUIModule">
<HintPath>$(GameManagedDir)\UnityEngine.IMGUIModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>$(GameManagedDir)\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.XR.LegacyInputHelpers">
<HintPath>$(GameManagedDir)\UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>$(GameManagedDir)\UnityEngine.InputLegacyModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Mirror">
<HintPath>$(GameManagedDir)\Mirror.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Mirror.Authenticators">
<HintPath>$(GameManagedDir)\Mirror.Authenticators.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Mirror.CompilerSymbols">
<HintPath>$(GameManagedDir)\Mirror.CompilerSymbols.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Mirror.Components">
<HintPath>$(GameManagedDir)\Mirror.Components.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Mirror.Transports">
<HintPath>$(GameManagedDir)\Mirror.Transports.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Newtonsoft.Json">
<HintPath>$(GameManagedDir)\Newtonsoft.Json.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UniTask">
<HintPath>$(GameManagedDir)\UniTask.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>$(GameManagedDir)\UnityEngine.TextRenderingModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Cinemachine">
<HintPath>$(GameManagedDir)\Cinemachine.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="echo &quot;Copy build to game folder&quot;&#xA;mkdir -p &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)about&quot; &quot;$(GameModsDir)&quot;&#xA;cp -r &quot;$(ProjectDir)bin&quot; &quot;$(GameModsDir)&quot;" />
</Target>
</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IngameReveries", "IngameReveries.csproj", "{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5FB17C69-0D7A-4FDF-B93E-ACD93A0546A3}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal
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[h1]Hello World![/h1]
This description will be shown on the mod manager, and be uploaded to Steam Workshop.
Note some tags like tables, links and images are not supported in the in-game mod manager and will be either omitted / shown as plain-text.
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{
"id": "com.stuhl.ingamereveries",
"name": "IngameReveries",
"author": "Stuhl",
"modVer": "1.0",
"supportedGameVer": [
"*"
],
"assemblies": [
"bin/Debug/netstandard2.1/IngameReveries.dll"
]
}
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