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@@ -0,0 +1,217 @@
|
||||
# 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)
|
||||
#####
|
||||
@@ -0,0 +1,174 @@
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
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 GameObject _ingameReveriesUI;
|
||||
|
||||
private AssetBundle _reveriesBundle;
|
||||
private GameObject _reveriesPrefab;
|
||||
|
||||
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 Start()
|
||||
{
|
||||
InitializeAssets();
|
||||
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Make sure you clean up properly to support Live Reload.
|
||||
Debug.Log("Good bye! " + mod.metadata.id);
|
||||
harmony.UnpatchAll();
|
||||
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
// Check if UI already instantiated
|
||||
if (_ingameReveriesUI != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string gameSceneDir = "Assets/Dew/Zones/";
|
||||
string relativeToScene = Path.GetRelativePath(gameSceneDir, scene.path);
|
||||
|
||||
if (!relativeToScene.StartsWith(".."))
|
||||
{
|
||||
Debug.Log($"[IngameReveries] Switched to scene inside {gameSceneDir}");
|
||||
|
||||
GameObject menuViewGO = GameObject.Find("GameLogicPackage/UI/InGame/UI_Common_MenuView");
|
||||
if (menuViewGO == null)
|
||||
{
|
||||
Debug.Log("Couldn't find menu view");
|
||||
return;
|
||||
}
|
||||
|
||||
_ingameReveriesUI = Instantiate(_reveriesPrefab, menuViewGO.transform);
|
||||
_ingameReveriesUI.SetActive(true);
|
||||
_ingameReveriesUI.name = "IngameReveriesUI";
|
||||
_ingameReveriesUI.transform.SetSiblingIndex(1);
|
||||
|
||||
var reveries = _ingameReveriesUI.GetComponent<UI_Reveries>();
|
||||
|
||||
// Show reveries window
|
||||
var canvasGroup = _ingameReveriesUI.GetComponent<CanvasGroup>();
|
||||
canvasGroup.alpha = 1f;
|
||||
canvasGroup.interactable = true;
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
|
||||
// Position reveries window top left
|
||||
var rect = _ingameReveriesUI.GetComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(0f, 1f);
|
||||
rect.anchorMax = new Vector2(0f, 1f);
|
||||
rect.pivot = new Vector2(0f, 1f);
|
||||
rect.anchoredPosition = new Vector2(+70f, -400f);
|
||||
|
||||
FixFonts();
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeAssets()
|
||||
{
|
||||
string bundlePath = Path.Combine(mod.path, "assets", "bundle");
|
||||
|
||||
if (!File.Exists(bundlePath))
|
||||
{
|
||||
Debug.LogError($"[IngameReveries] Bundle not found at: {bundlePath}");
|
||||
return;
|
||||
}
|
||||
|
||||
_reveriesBundle = AssetBundle.GetAllLoadedAssetBundles()
|
||||
.FirstOrDefault(b => b.name == "bundle" || b.mainAsset != null);
|
||||
|
||||
if (_reveriesBundle == null)
|
||||
{
|
||||
// If it isn't loaded yet, load it from disk
|
||||
Debug.Log("[IngameReveries] Loading Bundle");
|
||||
_reveriesBundle = AssetBundle.LoadFromFile(bundlePath);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[IngameReveries] Bundle already loaded");
|
||||
}
|
||||
|
||||
if (_reveriesBundle == null)
|
||||
{
|
||||
Debug.LogError("[IngameReveries] Failed to load AssetBundle!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Load the prefab from the bundle
|
||||
string assetName = _reveriesBundle.GetAllAssetNames().First();
|
||||
_reveriesPrefab = _reveriesBundle.LoadAsset<GameObject>(assetName);
|
||||
|
||||
if (_reveriesPrefab == null)
|
||||
{
|
||||
Debug.LogError("[IngameReveries] Failed to load prefab!");
|
||||
|
||||
// List what's in the bundle for debugging
|
||||
string[] assetNames = _reveriesBundle.GetAllAssetNames();
|
||||
Debug.Log("[IngameReveries] Assets in bundle:");
|
||||
foreach (string name in assetNames)
|
||||
{
|
||||
Debug.Log($" - {name}");
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("[IngameReveries] Successfully loaded prefab!");
|
||||
}
|
||||
|
||||
private void FixFonts()
|
||||
{
|
||||
// Get all fonts
|
||||
TMP_FontAsset[] loadedFonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
|
||||
|
||||
// Get all text from the reveries window
|
||||
TMP_Text[] textComponents = _ingameReveriesUI.GetComponentsInChildren<TMP_Text>(true);
|
||||
foreach (TMP_Text textComp in textComponents)
|
||||
{
|
||||
if (textComp.font == null) continue;
|
||||
|
||||
string originalFontName = textComp.font.name;
|
||||
|
||||
// Match the font by name, ensuring we don't pick the dead assetbundle version
|
||||
foreach (TMP_FontAsset loadedFont in loadedFonts)
|
||||
{
|
||||
// Pick a matching font that has an active atlas/material
|
||||
if (loadedFont.name == originalFontName && loadedFont.atlasTexture != null)
|
||||
{
|
||||
textComp.font = loadedFont;
|
||||
|
||||
// Force TMP to update its internal mesh and material reference
|
||||
textComp.ForceMeshUpdate();
|
||||
textComp.SetAllDirty();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,295 @@
|
||||
<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>
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||||
<Private>False</Private>
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||||
</Reference>
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||||
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||||
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Universal.Runtime.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
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||||
<Reference Include="Unity.RenderPipelines.Universal.Runtime.Tests">
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||||
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Universal.Runtime.Tests.dll</HintPath>
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||||
<Private>False</Private>
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||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Universal.Shaders">
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||||
<HintPath>$(GameManagedDir)\Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
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<Private>False</Private>
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||||
</Reference>
|
||||
<Reference Include="Unity.ResourceManager">
|
||||
<HintPath>$(GameManagedDir)\Unity.ResourceManager.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ScriptableBuildPipeline">
|
||||
<HintPath>$(GameManagedDir)\Unity.ScriptableBuildPipeline.dll</HintPath>
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<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Analytics">
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Analytics.dll</HintPath>
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<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Authentication">
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Authentication.dll</HintPath>
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||||
<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Core">
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.dll</HintPath>
|
||||
<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Core.Analytics">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Analytics.dll</HintPath>
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||||
<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Core.Configuration">
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Configuration.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Services.Core.Device">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Device.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Services.Core.Environments">
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Environments.dll</HintPath>
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||||
<Private>False</Private>
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||||
</Reference>
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||||
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||||
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<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Core.Internal">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Internal.dll</HintPath>
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<Private>False</Private>
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||||
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||||
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Networking.dll</HintPath>
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||||
<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Core.Registration">
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||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Registration.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Services.Core.Scheduler">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Scheduler.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Services.Core.Telemetry">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Telemetry.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Services.Core.Threading">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Core.Threading.dll</HintPath>
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<Private>False</Private>
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||||
</Reference>
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||||
<Reference Include="Unity.Services.Lobbies">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Lobbies.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Services.Wire.Internal">
|
||||
<HintPath>$(GameManagedDir)\Unity.Services.Wire.Internal.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Unity.ShaderGraph.Utilities">
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||||
<HintPath>$(GameManagedDir)\Unity.ShaderGraph.Utilities.dll</HintPath>
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<Private>False</Private>
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||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>$(GameManagedDir)\Unity.TextMeshPro.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualEffectGraph.Runtime">
|
||||
<HintPath>$(GameManagedDir)\Unity.VisualEffectGraph.Runtime.dll</HintPath>
|
||||
<Private>False</Private>
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||||
</Reference>
|
||||
<Reference Include="UnityEngine.AssetBundleModule">
|
||||
<HintPath>$(GameManagedDir)\UnityEngine.AssetBundleModule.dll</HintPath>
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||||
<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>$(GameManagedDir)\UnityEngine.UI.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIModule">
|
||||
<HintPath>$(GameManagedDir)\UnityEngine.UIModule.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XR.LegacyInputHelpers">
|
||||
<HintPath>$(GameManagedDir)\UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
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||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputLegacyModule">
|
||||
<HintPath>$(GameManagedDir)\UnityEngine.InputLegacyModule.dll</HintPath>
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||||
<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>
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||||
<Reference Include="UniTask">
|
||||
<HintPath>$(GameManagedDir)\UniTask.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
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||||
<Reference Include="UnityEngine.TextRenderingModule">
|
||||
<HintPath>$(GameManagedDir)\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||
<Private>False</Private>
|
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</Reference>
|
||||
<Reference Include="Cinemachine">
|
||||
<HintPath>$(GameManagedDir)\Cinemachine.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Folder Include="src\" />
|
||||
</ItemGroup>
|
||||
|
||||
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
|
||||
<Exec Command="echo "Copy build to game folder"
mkdir -p "$(GameModsDir)"
cp -r "$(ProjectDir)about" "$(GameModsDir)"
cp -r "$(ProjectDir)bin" "$(GameModsDir)"
cp -r "$(ProjectDir)assets" "$(GameModsDir)"" />
|
||||
</Target>
|
||||
</Project>
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
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
|
||||
@@ -0,0 +1,4 @@
|
||||
[h1]Ingame Reveries[/h1]
|
||||
Displays the daily reveries from the title screen in the ingame pause menu.
|
||||
[h2]Note[/h2]
|
||||
Current progress won't be displayed until you go back to the title screen and save the game.
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 31 KiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"id": "com.stuhl.ingamereveries",
|
||||
"name": "IngameReveries",
|
||||
"author": "Stuhl",
|
||||
"modVer": "1.0",
|
||||
"supportedGameVer": [
|
||||
"*"
|
||||
],
|
||||
"assemblies": [
|
||||
"bin/Debug/netstandard2.1/IngameReveries.dll"
|
||||
]
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 269 KiB |
Binary file not shown.
@@ -2,6 +2,10 @@
|
||||
|
||||
joa coole mod die in einem run ermöglicht, daily quests (Reveries) anzuschauen.
|
||||
|
||||
## Current Behaiviour
|
||||
|
||||
Progress lässt sich erst nach dem Rausgehen eines Spiels aktuallisieren. Reroll und claim gehen denoch.
|
||||
|
||||
## Links
|
||||
|
||||
- [Shape of Dreams Docs](https://github.com/LizardSmoothie/ShapeOfDreamsModDocs)
|
||||
|
||||
Reference in New Issue
Block a user