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63
.gitattributes
vendored
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63
.gitattributes
vendored
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||||
###############################################################################
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||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
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||||
#*.lsproj merge=binary
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||||
#*.wixproj merge=binary
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||||
#*.modelproj merge=binary
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||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
||||
363
.gitignore
vendored
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363
.gitignore
vendored
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@@ -0,0 +1,363 @@
|
||||
## 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
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Oo]ut/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# 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
|
||||
nunit-*.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/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# 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
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# 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
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# 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
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# 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
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).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/
|
||||
|
||||
# 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
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
75
Core.cs
Normal file
75
Core.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using MelonLoader;
|
||||
using System.Collections;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using VMM.ModRegistry;
|
||||
using VMM.ModRegistry.Settings;
|
||||
using VMM.ModRegistry.Settings.Types;
|
||||
using VMM.UI;
|
||||
|
||||
[assembly: MelonInfo(typeof(VMM.Core), "VigilModManager", "1.0.0", "Exil_S", null)]
|
||||
[assembly: MelonGame("Singularity Studios", "Vigil")]
|
||||
|
||||
namespace VMM
|
||||
{
|
||||
internal class Core : MelonMod
|
||||
{
|
||||
public static MelonLogger.Instance Logger { get; private set; }
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
LoggerInstance.Msg("Initialized.");
|
||||
}
|
||||
|
||||
public override void OnSceneWasLoaded(int buildIndex, string sceneName)
|
||||
{
|
||||
if (buildIndex != 0) return; // Main Menu only
|
||||
|
||||
InitializeManagers();
|
||||
SetupModLoading();
|
||||
}
|
||||
|
||||
public override void OnApplicationQuit()
|
||||
{
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
private void InitializeManagers()
|
||||
{
|
||||
UIManager.Instance = new UIManager();
|
||||
UIManager.Instance.Initialize();
|
||||
|
||||
ModManager.Instance = new ModManager();
|
||||
}
|
||||
|
||||
private void SetupModLoading()
|
||||
{
|
||||
ModManager.Instance.onFinishedLoading += OnLoadedMods;
|
||||
ModManager.Instance.LoadMods();
|
||||
}
|
||||
|
||||
private void Cleanup()
|
||||
{
|
||||
if (ModManager.Instance != null)
|
||||
{
|
||||
ModManager.Instance.onFinishedLoading -= OnLoadedMods;
|
||||
}
|
||||
}
|
||||
|
||||
//test setting for testing
|
||||
private void OnLoadedMods()
|
||||
{
|
||||
var settings = new ModSettings();
|
||||
var testToggle = new ToggleSetting
|
||||
{
|
||||
Name = "Test Toggle",
|
||||
Value = true,
|
||||
OnChanged = value => LoggerInstance.Msg($"Test Toggle pressed! State {value}")
|
||||
};
|
||||
settings.AddSetting(testToggle);
|
||||
|
||||
ModManager.Instance.RegisterSettings(Assembly.GetExecutingAssembly(), settings);
|
||||
}
|
||||
}
|
||||
}
|
||||
201
LICENSE.txt
Normal file
201
LICENSE.txt
Normal file
@@ -0,0 +1,201 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
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||||
this License, each Contributor hereby grants to You a perpetual,
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||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
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||||
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||||
Work and such Derivative Works in Source or Object form.
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||||
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||||
3. Grant of Patent License. Subject to the terms and conditions of
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||||
this License, each Contributor hereby grants to You a perpetual,
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worldwide, non-exclusive, no-charge, royalty-free, irrevocable
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||||
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||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
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||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
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|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
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||||
Work (including but not limited to damages for loss of goodwill,
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||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
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||||
has been advised of the possibility of such damages.
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||||
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||||
9. Accepting Warranty or Additional Liability. While redistributing
|
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the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
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or other liability obligations and/or rights consistent with this
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||||
License. However, in accepting such obligations, You may act only
|
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on Your own behalf and on Your sole responsibility, not on behalf
|
||||
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defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||
replaced with your own identifying information. (Don't include
|
||||
the brackets!) The text should be enclosed in the appropriate
|
||||
comment syntax for the file format. We also recommend that a
|
||||
file or class name and description of purpose be included on the
|
||||
same "printed page" as the copyright notice for easier
|
||||
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|
||||
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
18
ModRegistry/ModEntry.cs
Normal file
18
ModRegistry/ModEntry.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using VMM.ModRegistry.Settings;
|
||||
|
||||
namespace VMM.ModRegistry
|
||||
{
|
||||
public class ModEntry
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public string Version { get; set; }
|
||||
public string Author { get; set; }
|
||||
public ModSettings Settings { get; set; }
|
||||
|
||||
internal Assembly assembly { get; set; }
|
||||
}
|
||||
}
|
||||
70
ModRegistry/ModManager.cs
Normal file
70
ModRegistry/ModManager.cs
Normal file
@@ -0,0 +1,70 @@
|
||||
using MelonLoader;
|
||||
using System.Reflection;
|
||||
using VMM.ModRegistry.Settings;
|
||||
using VMM.UI;
|
||||
|
||||
namespace VMM.ModRegistry
|
||||
{
|
||||
public class ModManager
|
||||
{
|
||||
public static ModManager Instance { get; internal set; }
|
||||
|
||||
public Action onFinishedLoading;
|
||||
|
||||
internal List<ModEntry> LoadedMods = new List<ModEntry>();
|
||||
|
||||
public ModManager()
|
||||
{
|
||||
if (Instance == null)
|
||||
Instance = this;
|
||||
else
|
||||
Core.Logger.Warning("Duplicate ModManager Detected");
|
||||
}
|
||||
|
||||
internal void LoadMods()
|
||||
{
|
||||
Core.Logger.Msg("=== Installed Melon Mods ===");
|
||||
foreach (var mod in MelonMod.RegisteredMelons.OrderBy(m => m.Info.Name))
|
||||
{
|
||||
Core.Logger.Msg($"Name: {mod.Info.Name} | Version: {mod.Info.Version} | Author: {mod.Info.Author}");
|
||||
|
||||
var modEntry = new ModEntry
|
||||
{
|
||||
Name = mod.Info.Name,
|
||||
Version = mod.Info.Version,
|
||||
Author = mod.Info.Author,
|
||||
assembly = mod.GetType().Assembly,
|
||||
Settings = null
|
||||
};
|
||||
|
||||
LoadedMods.Add(modEntry);
|
||||
UIManager.Instance.AddModButton(modEntry);
|
||||
}
|
||||
Core.Logger.Msg("============================");
|
||||
onFinishedLoading?.Invoke();
|
||||
}
|
||||
|
||||
public ModEntry GetModEntryByName(string modName)
|
||||
{
|
||||
return LoadedMods.FirstOrDefault(m =>
|
||||
m.Name.Equals(modName, StringComparison.OrdinalIgnoreCase));
|
||||
}
|
||||
|
||||
public List<ModEntry> GetLoadedMods() => LoadedMods;
|
||||
|
||||
public void RegisterSettings(Assembly modAssembly, ModSettings settings)
|
||||
{
|
||||
var mod = LoadedMods.Find(m => m.assembly == modAssembly);
|
||||
if (mod != null)
|
||||
{
|
||||
mod.Settings = new ModSettings();
|
||||
mod.Settings = settings;
|
||||
Core.Logger.Msg($"Registered settings for mod: {mod.Name}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Core.Logger.Error("Mod not found for the provided assembly.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
13
ModRegistry/Settings/ISettingsElement.cs
Normal file
13
ModRegistry/Settings/ISettingsElement.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace VMM.ModRegistry.Settings
|
||||
{
|
||||
public interface ISettingsElement
|
||||
{
|
||||
string Name { get; set; }
|
||||
object GetValue();
|
||||
void SetValue(object value);
|
||||
}
|
||||
}
|
||||
24
ModRegistry/Settings/ModSettings.cs
Normal file
24
ModRegistry/Settings/ModSettings.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
namespace VMM.ModRegistry.Settings
|
||||
{
|
||||
public class ModSettings
|
||||
{
|
||||
private readonly List<ISettingsElement> settings = new();
|
||||
|
||||
public void AddSetting(ISettingsElement newSetting)
|
||||
{
|
||||
settings.Add(newSetting);
|
||||
}
|
||||
|
||||
public T GetSetting<T>(string name) where T : class, ISettingsElement
|
||||
{
|
||||
foreach (var setting in settings)
|
||||
{
|
||||
if(setting.Name == name && setting is T typed)
|
||||
return typed;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public IEnumerable<ISettingsElement> GetAllSettings() => settings;
|
||||
}
|
||||
}
|
||||
31
ModRegistry/Settings/SettingsElement.cs
Normal file
31
ModRegistry/Settings/SettingsElement.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using VMM.ModRegistry.Settings;
|
||||
|
||||
namespace VMM.ModRegistry.Settings
|
||||
{
|
||||
public abstract class SettingsElement<T> : ISettingsElement
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public T Value { get; set; }
|
||||
|
||||
public Action<T> OnChanged { get; set; }
|
||||
|
||||
public object GetValue() => Value;
|
||||
|
||||
public void SetValue(object value)
|
||||
{
|
||||
if (value is T typedValue)
|
||||
{
|
||||
Value = typedValue;
|
||||
OnChanged?.Invoke(typedValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidCastException($"Invalid value type. Expected {typeof(T)}, got {value?.GetType()}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
12
ModRegistry/Settings/Types/SliderSetting.cs
Normal file
12
ModRegistry/Settings/Types/SliderSetting.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace VMM.ModRegistry.Settings.Types
|
||||
{
|
||||
public class SliderSetting : SettingsElement<float>
|
||||
{
|
||||
public float Min { get; set; }
|
||||
public float Max { get; set; }
|
||||
}
|
||||
}
|
||||
10
ModRegistry/Settings/Types/ToggleSetting.cs
Normal file
10
ModRegistry/Settings/Types/ToggleSetting.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace VMM.ModRegistry.Settings.Types
|
||||
{
|
||||
public class ToggleSetting : SettingsElement<bool>
|
||||
{
|
||||
}
|
||||
}
|
||||
25
Patches/MainMenuManager.cs
Normal file
25
Patches/MainMenuManager.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using System;
|
||||
using HarmonyLib;
|
||||
using FMODUnity;
|
||||
|
||||
namespace VMM.Patches
|
||||
{
|
||||
internal static class MainMenuManager
|
||||
{
|
||||
private static readonly System.Reflection.FieldInfo field = AccessTools.Field(typeof(global::MainMenuManager), "buttonPress");
|
||||
|
||||
public static EventReference GetButtonPress(global::MainMenuManager instance)
|
||||
{
|
||||
if (instance == null)
|
||||
throw new ArgumentNullException(nameof(instance));
|
||||
|
||||
if (field == null)
|
||||
{
|
||||
Core.Logger.Error("Could not find field 'buttonPress' in MainMenuManager!");
|
||||
return default;
|
||||
}
|
||||
|
||||
return (EventReference)field.GetValue(instance);
|
||||
}
|
||||
}
|
||||
}
|
||||
27
UI/Components/ModEntryButton.cs
Normal file
27
UI/Components/ModEntryButton.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using FMODUnity;
|
||||
using UnityEngine;
|
||||
using VMM.ModRegistry;
|
||||
|
||||
namespace VMM.UI.Components
|
||||
{
|
||||
internal class ModEntryButton : MonoBehaviour
|
||||
{
|
||||
public ModEntry mod;
|
||||
|
||||
UnityEngine.UI.Button button;
|
||||
EventReference buttonPress;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
button = GetComponent<UnityEngine.UI.Button>();
|
||||
button.onClick.AddListener(ShowModInfo);
|
||||
buttonPress = VMM.Patches.MainMenuManager.GetButtonPress(global::MainMenuManager.instance);
|
||||
}
|
||||
|
||||
void ShowModInfo()
|
||||
{
|
||||
ModInfoDisplayer.Instance.UpdateModInfo(mod);
|
||||
AudioManager.instance.PlayOneShot(buttonPress, transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
64
UI/Components/ModInfoDisplayer.cs
Normal file
64
UI/Components/ModInfoDisplayer.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using VMM.ModRegistry;
|
||||
|
||||
namespace VMM.UI.Components
|
||||
{
|
||||
internal class ModInfoDisplayer : MonoBehaviour
|
||||
{
|
||||
internal static ModInfoDisplayer Instance;
|
||||
|
||||
internal TextMeshProUGUI modName;
|
||||
internal TextMeshProUGUI modAuthor;
|
||||
internal TextMeshProUGUI modVersion;
|
||||
internal UnityEngine.UI.Button settingsButton;
|
||||
internal ModEntry currentMod;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if(Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
settingsButton.onClick.AddListener(OnSettingsButtonPressed);
|
||||
transform.gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(this);
|
||||
Core.Logger.Warning("For some reason there were two Intances of ModInfoDisplayer???");
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateModInfo(ModEntry mod)
|
||||
{
|
||||
if(mod.Settings == null)
|
||||
{
|
||||
settingsButton.gameObject.SetActive(false);
|
||||
}
|
||||
else if(mod.Settings != null && !settingsButton.gameObject.activeSelf)
|
||||
{
|
||||
settingsButton.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
transform.gameObject.SetActive(true);
|
||||
modName.text = $"Name: {mod.Name}";
|
||||
modAuthor.text = $"Author: {mod.Author}";
|
||||
modVersion.text = $"Version: {mod.Version}";
|
||||
currentMod = mod;
|
||||
}
|
||||
|
||||
public void HandleClose()
|
||||
{
|
||||
if(gameObject.activeSelf)
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void OnSettingsButtonPressed()
|
||||
{
|
||||
if(currentMod == null)
|
||||
return;
|
||||
|
||||
ModSettingsManager.Instance.OpenSettings(currentMod);
|
||||
}
|
||||
}
|
||||
}
|
||||
73
UI/Components/ModSettingsManager.cs
Normal file
73
UI/Components/ModSettingsManager.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using VMM.ModRegistry;
|
||||
using VMM.ModRegistry.Settings.Types;
|
||||
using VMM.UI.Helpers;
|
||||
|
||||
namespace VMM.UI.Components
|
||||
{
|
||||
internal class ModSettingsManager : MonoBehaviour
|
||||
{
|
||||
public static ModSettingsManager Instance;
|
||||
|
||||
public TextMeshProUGUI titleText;
|
||||
|
||||
RectTransform settingsContainer;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
settingsContainer = transform.GetChild(0).GetComponent<RectTransform>();
|
||||
settingsContainer.gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
Core.Logger.Warning("Form some reason there's a second instance for the ModSettingsManager");
|
||||
Destroy(this);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
ClearSettings();
|
||||
}
|
||||
|
||||
void ClearSettings()
|
||||
{
|
||||
for(int i = 0; i < settingsContainer.childCount; i++)
|
||||
{
|
||||
Destroy(settingsContainer.GetChild(i).gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSettings(ModEntry mod)
|
||||
{
|
||||
if(mod.Settings == null)
|
||||
{
|
||||
Core.Logger.Warning($"Mod '{mod.Name}' Does not Contain Any Settings");
|
||||
return;
|
||||
}
|
||||
ClearSettings();
|
||||
var settings = mod.Settings.GetAllSettings();
|
||||
if (settings != null && settings.Count() <= 0)
|
||||
{
|
||||
Core.Logger.Warning($"Settings Reference of '{mod.Name}' were found but no Settings were found inside List");
|
||||
return;
|
||||
}
|
||||
titleText.text = $"{mod.Name} Settings";
|
||||
foreach(var setting in settings)
|
||||
{
|
||||
if(setting is SliderSetting slider)
|
||||
UIBuilder.CreateSlider("Slider Setting", settingsContainer, slider.Name, slider.Max, slider.Min, slider.Value, (float value) => slider.OnChanged.Invoke(value));
|
||||
if (setting is ToggleSetting toggle)
|
||||
UIBuilder.CreateToggle("Toggle Setting", settingsContainer, toggle.Name, toggle.Value, (bool value) => toggle.OnChanged.Invoke(value));
|
||||
}
|
||||
settingsContainer.gameObject.SetActive(true);
|
||||
UIManager.Instance.OpenSettings();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
19
UI/Components/UILayoutRebuilder.cs
Normal file
19
UI/Components/UILayoutRebuilder.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace VMM.UI.Components
|
||||
{
|
||||
internal class UILayoutRebuilder : MonoBehaviour
|
||||
{
|
||||
RectTransform parentRect;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if(parentRect == null)
|
||||
{
|
||||
parentRect = transform.parent.GetComponent<RectTransform>();
|
||||
}
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(parentRect);
|
||||
}
|
||||
}
|
||||
}
|
||||
401
UI/Helpers/UIBuilder.cs
Normal file
401
UI/Helpers/UIBuilder.cs
Normal file
@@ -0,0 +1,401 @@
|
||||
using System.Text;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
using VMM.UI.Components;
|
||||
|
||||
namespace VMM.UI.Helpers
|
||||
{
|
||||
internal static class UIBuilder
|
||||
{
|
||||
const string TABS_CONTAINER_PATH = "Canvas/Margins";
|
||||
const string BUTTON_PATH = TABS_CONTAINER_PATH + "/Main Menu/Play Button";
|
||||
const string OPTIONS_PATH = TABS_CONTAINER_PATH + "/Options";
|
||||
const string DIVIDER_PATH = OPTIONS_PATH + "/Divider";
|
||||
const string SLIDER_PATH = OPTIONS_PATH + "/Master Volume";
|
||||
|
||||
public static RectTransform CreateTab(string name, float x, float y)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var tabObj = new GameObject(name, typeof(RectTransform));
|
||||
tabObj.transform.SetParent(GameObject.Find(TABS_CONTAINER_PATH).transform, false);
|
||||
tabObj.layer = LayerMask.NameToLayer("UI");
|
||||
tabObj.SetActive(false);
|
||||
var tabRect = tabObj.GetComponent<RectTransform>();
|
||||
tabRect.sizeDelta = new Vector2(x, y);
|
||||
|
||||
return tabRect;
|
||||
}
|
||||
|
||||
public static RectTransform CreateTab(string name, RectTransform parent, float x, float y)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var tabObj = new GameObject(name, typeof(RectTransform));
|
||||
tabObj.transform.SetParent(parent, false);
|
||||
tabObj.layer = LayerMask.NameToLayer("UI");
|
||||
var tabRect = tabObj.GetComponent<RectTransform>();
|
||||
tabRect.sizeDelta = new Vector2(x, y);
|
||||
|
||||
return tabRect;
|
||||
}
|
||||
|
||||
public static RectTransform CreateButton(string name, RectTransform parent, string buttonText, UnityAction callback)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var newButton = UnityEngine.Object.Instantiate(GameObject.Find(BUTTON_PATH), parent);
|
||||
newButton.name = name;
|
||||
var buttonComp = newButton.GetComponent<UnityEngine.UI.Button>();
|
||||
buttonComp.onClick = new UnityEngine.UI.Button.ButtonClickedEvent();
|
||||
if (callback != null)
|
||||
buttonComp.onClick.AddListener(callback);
|
||||
var selectedText = newButton.transform.Find("Selected Text").GetComponent<TextMeshProUGUI>();
|
||||
selectedText.text = $"[ {buttonText} ] ";
|
||||
var unselectedText = newButton.transform.Find("Unselected Text").GetComponent<TextMeshProUGUI>();
|
||||
unselectedText.text = buttonText;
|
||||
newButton.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return newButton.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
public static RectTransform CreateText(string name, RectTransform parent, string text, Color color, out TextMeshProUGUI textMesh, int fontSize = 14)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
textMesh = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
var newText = UnityEngine.Object.Instantiate(GameObject.Find(BUTTON_PATH + "/Unselected Text"), parent);
|
||||
newText.name = name;
|
||||
UnityEngine.Object.DestroyImmediate(newText.GetComponent<ContentSizeFitter>());
|
||||
var textComp = newText.GetComponent<TextMeshProUGUI>();
|
||||
textComp.text = text;
|
||||
if(color != Color.yellow)
|
||||
textComp.color = color;
|
||||
textComp.fontSize = fontSize;
|
||||
textMesh = textComp;
|
||||
newText.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return newText.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
public static RectTransform CreateWindow(string name, RectTransform parent, string title, out TextMeshProUGUI titleText, float width, UnityAction onClose)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
titleText = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
var newWindow = UnityEngine.Object.Instantiate(GameObject.Find(OPTIONS_PATH), parent);
|
||||
newWindow.name = name;
|
||||
for (int i = 0; i < newWindow.transform.childCount; i++)
|
||||
{
|
||||
var child = newWindow.transform.GetChild(i);
|
||||
if(child.name != "Header")
|
||||
{
|
||||
UnityEngine.Object.Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
var text = newWindow.transform.GetChild(0).GetChild(0).GetComponent<TextMeshProUGUI>();
|
||||
text.text = title;
|
||||
titleText = text;
|
||||
var closeButton = newWindow.transform.GetChild(0).GetChild(1).GetChild(0).GetComponent<UnityEngine.UI.Button>();
|
||||
closeButton.onClick = new UnityEngine.UI.Button.ButtonClickedEvent();
|
||||
if(onClose != null)
|
||||
closeButton.onClick.AddListener(onClose);
|
||||
else
|
||||
closeButton.gameObject.SetActive(false);
|
||||
var headerRect = newWindow.transform.GetChild(0).GetComponent<RectTransform>();
|
||||
headerRect.sizeDelta = new Vector2(width, headerRect.sizeDelta.y);
|
||||
var closeContainer = headerRect.GetChild(1).GetComponent<RectTransform>();
|
||||
closeContainer.anchorMin = new Vector2(1, 0.5f);
|
||||
closeContainer.anchorMax = new Vector2(1, 0.5f);
|
||||
closeContainer.pivot = new Vector2(1, 0.5f);
|
||||
closeContainer.anchoredPosition = new Vector2(10f, 10f);
|
||||
var buttonRect = closeContainer.GetChild(0).GetComponent<RectTransform>();
|
||||
buttonRect.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
buttonRect.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
buttonRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
buttonRect.anchoredPosition = Vector2.zero;
|
||||
var windowRect = newWindow.GetComponent<RectTransform>();
|
||||
if (newWindow.activeSelf == false)
|
||||
newWindow.SetActive(true);
|
||||
newWindow.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return windowRect;
|
||||
}
|
||||
|
||||
public static RectTransform CreateDivider(string name, RectTransform parent, Color color)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var newDivider = UnityEngine.Object.Instantiate(GameObject.Find(DIVIDER_PATH), parent);
|
||||
newDivider.name = name;
|
||||
var textComp = newDivider.GetComponent<TextMeshProUGUI>();
|
||||
StringBuilder stringBuilder = new StringBuilder();
|
||||
float parentWidth = parent.sizeDelta.x;
|
||||
int dashCount = Mathf.FloorToInt(parentWidth / 10f);
|
||||
for (int i = 0; i < dashCount; i++)
|
||||
{
|
||||
stringBuilder.Append("-");
|
||||
}
|
||||
textComp.text = stringBuilder.ToString();
|
||||
textComp.color = color;
|
||||
var rect = newDivider.GetComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(0f, rect.anchorMin.y);
|
||||
rect.anchorMax = new Vector2(1f, rect.anchorMax.y);
|
||||
rect.offsetMin = new Vector2(0f, rect.offsetMin.y);
|
||||
rect.offsetMax = new Vector2(0f, rect.offsetMax.y);
|
||||
newDivider.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
public static RectTransform CreateVerticalLayoutArea(string name, RectTransform parent, float spacing = 8f, RectOffset padding = null, TextAnchor alignment = TextAnchor.MiddleCenter, bool controlChildSize = true, bool forceExpand = false)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var layoutObj = new GameObject(name, typeof(RectTransform));
|
||||
layoutObj.transform.SetParent(parent, false);
|
||||
layoutObj.layer = LayerMask.NameToLayer("UI");
|
||||
var rect = layoutObj.GetComponent<RectTransform>();
|
||||
rect.sizeDelta = Vector2.zero;
|
||||
var layout = layoutObj.AddComponent<VerticalLayoutGroup>();
|
||||
layout.childAlignment = alignment;
|
||||
layout.spacing = spacing;
|
||||
layout.padding = padding ?? new RectOffset(0, 0, 0, 0);
|
||||
layout.childControlWidth = controlChildSize;
|
||||
layout.childControlHeight = controlChildSize;
|
||||
layout.childForceExpandWidth = forceExpand;
|
||||
layout.childForceExpandHeight = forceExpand;
|
||||
var fitter = layoutObj.AddComponent<ContentSizeFitter>();
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
layoutObj.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
public static RectTransform CreateHorizontalLayoutArea(string name, RectTransform parent, float spacing = 8f, RectOffset padding = null, TextAnchor alignment = TextAnchor.MiddleCenter, bool controlChildSize = true, bool forceExpand = false)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var layoutObj = new GameObject(name, typeof(RectTransform));
|
||||
layoutObj.transform.SetParent(parent, false);
|
||||
layoutObj.layer = LayerMask.NameToLayer("UI");
|
||||
var rect = layoutObj.GetComponent<RectTransform>();
|
||||
rect.sizeDelta = Vector2.zero;
|
||||
var layout = layoutObj.AddComponent<HorizontalLayoutGroup>();
|
||||
layout.childAlignment = alignment;
|
||||
layout.spacing = spacing;
|
||||
layout.padding = padding ?? new RectOffset(0, 0, 0, 0);
|
||||
layout.childControlWidth = controlChildSize;
|
||||
layout.childControlHeight = controlChildSize;
|
||||
layout.childForceExpandWidth = forceExpand;
|
||||
layout.childForceExpandHeight = forceExpand;
|
||||
var fitter = layoutObj.AddComponent<ContentSizeFitter>();
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
layoutObj.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
public static RectTransform CreateSlider(string name, RectTransform parent, string sliderText, float maxValue, float minValue, float value, UnityAction<float> onValueChanged)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var newSlider = UnityEngine.Object.Instantiate(GameObject.Find(SLIDER_PATH), parent);
|
||||
newSlider.name = name;
|
||||
UnityEngine.Object.Destroy(newSlider.GetComponent<UIVolumeSlider>());
|
||||
newSlider.transform.GetChild(0).GetComponent<TextMeshProUGUI>().text = sliderText;
|
||||
var sliderComp = newSlider.transform.GetChild(2).GetComponent<Slider>();
|
||||
sliderComp.minValue = minValue;
|
||||
sliderComp.maxValue = maxValue;
|
||||
sliderComp.value = value;
|
||||
sliderComp.onValueChanged = new UnityEngine.UI.Slider.SliderEvent();
|
||||
sliderComp.onValueChanged.AddListener(onValueChanged);
|
||||
var rectComp = newSlider.GetComponent<RectTransform>();
|
||||
newSlider.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
return rectComp;
|
||||
}
|
||||
|
||||
public static RectTransform CreateToggle(string name, RectTransform parent, string toggleText, bool value, UnityAction<bool> onValueChanged)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var rootToggle = CreateHorizontalLayoutArea(name, parent, 15, null, TextAnchor.MiddleLeft, false, true);
|
||||
var toggleContainer = new GameObject("ToggleContainer", typeof(RectTransform));
|
||||
toggleContainer.transform.SetParent(rootToggle.transform, false);
|
||||
toggleContainer.layer = LayerMask.NameToLayer("UI");
|
||||
var toggleContainerRect = toggleContainer.GetComponent<RectTransform>();
|
||||
toggleContainerRect.sizeDelta = new Vector2(40f, 40f);
|
||||
var toggleShadow = new GameObject("ToggleShadow", typeof(RectTransform));
|
||||
toggleShadow.transform.SetParent(toggleContainer.transform, false);
|
||||
toggleShadow.layer = LayerMask.NameToLayer("UI");
|
||||
var toggleShadowRect = toggleShadow.GetComponent<RectTransform>();
|
||||
toggleShadowRect.sizeDelta = new Vector2(40f, 40f);
|
||||
var toggleShadowImage = toggleShadow.AddComponent<Image>();
|
||||
toggleShadowImage.color = Color.black;
|
||||
var toggleGraphic = new GameObject("ToggleGraphic", typeof(RectTransform));
|
||||
toggleGraphic.transform.SetParent(toggleShadow.transform, false);
|
||||
toggleGraphic.layer = LayerMask.NameToLayer("UI");
|
||||
var toggleGraphicRect = toggleGraphic.GetComponent<RectTransform>();
|
||||
toggleGraphicRect.sizeDelta = new Vector2(30f, 30f);
|
||||
var toggleGraphicImage = toggleGraphic.AddComponent<Image>();
|
||||
toggleGraphicImage.color = Color.yellow;
|
||||
var toggleComp = toggleContainer.AddComponent<Toggle>();
|
||||
toggleComp.transition = Selectable.Transition.None;
|
||||
toggleComp.targetGraphic = toggleShadowImage;
|
||||
toggleComp.graphic = toggleGraphicImage;
|
||||
toggleComp.isOn = value;
|
||||
toggleComp.onValueChanged.AddListener(onValueChanged);
|
||||
CreateText("ToggleText", rootToggle, toggleText, Color.yellow, out TextMeshProUGUI text, 28);
|
||||
text.alignment = TextAlignmentOptions.BaselineLeft;
|
||||
|
||||
return rootToggle;
|
||||
}
|
||||
|
||||
public static RectTransform CreateVerticalScrollView(string name, RectTransform parent, float width, float height, out RectTransform contentRect, float contentPadding = 8f)
|
||||
{
|
||||
if (!InMainMenu())
|
||||
{
|
||||
Core.Logger.Warning("Tried Creating UI outside Main Menu, Aborting.");
|
||||
contentRect = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
// Root ScrollView object
|
||||
var scrollViewObj = new GameObject(name, typeof(RectTransform), typeof(ScrollRect), typeof(Image));
|
||||
scrollViewObj.transform.SetParent(parent, false);
|
||||
scrollViewObj.layer = LayerMask.NameToLayer("UI");
|
||||
|
||||
var scrollViewRect = scrollViewObj.GetComponent<RectTransform>();
|
||||
scrollViewRect.sizeDelta = new Vector2(width, height);
|
||||
|
||||
// Make background invisible
|
||||
var scrollViewImage = scrollViewObj.GetComponent<Image>();
|
||||
scrollViewImage.color = Color.clear;
|
||||
|
||||
// Viewport
|
||||
var viewportObj = new GameObject("Viewport", typeof(RectTransform), typeof(UnityEngine.UI.Mask), typeof(Image));
|
||||
viewportObj.transform.SetParent(scrollViewObj.transform, false);
|
||||
viewportObj.layer = LayerMask.NameToLayer("UI");
|
||||
|
||||
var viewportRect = viewportObj.GetComponent<RectTransform>();
|
||||
viewportRect.anchorMin = Vector2.zero;
|
||||
viewportRect.anchorMax = Vector2.one;
|
||||
viewportRect.offsetMin = Vector2.zero;
|
||||
viewportRect.offsetMax = Vector2.zero;
|
||||
|
||||
var viewportImage = viewportObj.GetComponent<Image>();
|
||||
viewportImage.color = Color.clear;
|
||||
|
||||
var mask = viewportObj.GetComponent<UnityEngine.UI.Mask>();
|
||||
mask.showMaskGraphic = false;
|
||||
|
||||
// Content container
|
||||
var contentObj = new GameObject("Content", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
contentObj.transform.SetParent(viewportObj.transform, false);
|
||||
contentObj.layer = LayerMask.NameToLayer("UI");
|
||||
|
||||
var contentRectComp = contentObj.GetComponent<RectTransform>();
|
||||
contentRectComp.anchorMin = new Vector2(0, 1);
|
||||
contentRectComp.anchorMax = new Vector2(1, 1);
|
||||
contentRectComp.pivot = new Vector2(0.5f, 1);
|
||||
contentRectComp.anchoredPosition = Vector2.zero;
|
||||
contentRectComp.sizeDelta = new Vector2(0, 0);
|
||||
|
||||
var layout = contentObj.GetComponent<VerticalLayoutGroup>();
|
||||
layout.childAlignment = TextAnchor.UpperCenter;
|
||||
layout.spacing = contentPadding;
|
||||
layout.childForceExpandHeight = false;
|
||||
layout.childForceExpandWidth = true;
|
||||
|
||||
var fitter = contentObj.GetComponent<ContentSizeFitter>();
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
|
||||
|
||||
// ScrollRect setup
|
||||
var scrollRect = scrollViewObj.GetComponent<ScrollRect>();
|
||||
scrollRect.content = contentRectComp;
|
||||
scrollRect.viewport = viewportRect;
|
||||
scrollRect.horizontal = false;
|
||||
scrollRect.vertical = true;
|
||||
scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
|
||||
|
||||
// Scrollbar
|
||||
var scrollbarObj = new GameObject("Scrollbar", typeof(RectTransform), typeof(Scrollbar), typeof(Image));
|
||||
scrollbarObj.transform.SetParent(scrollViewObj.transform, false);
|
||||
scrollbarObj.layer = LayerMask.NameToLayer("UI");
|
||||
|
||||
var scrollbarRect = scrollbarObj.GetComponent<RectTransform>();
|
||||
scrollbarRect.anchorMin = new Vector2(1, 0);
|
||||
scrollbarRect.anchorMax = new Vector2(1, 1);
|
||||
scrollbarRect.pivot = new Vector2(1, 1);
|
||||
scrollbarRect.sizeDelta = new Vector2(20f, 0);
|
||||
scrollbarRect.anchoredPosition = Vector2.zero;
|
||||
|
||||
var scrollbarImage = scrollbarObj.GetComponent<Image>();
|
||||
scrollbarImage.color = Color.yellow;
|
||||
|
||||
var scrollbar = scrollbarObj.GetComponent<Scrollbar>();
|
||||
scrollbar.direction = Scrollbar.Direction.BottomToTop;
|
||||
|
||||
scrollRect.verticalScrollbar = scrollbar;
|
||||
|
||||
scrollViewObj.AddComponent<UILayoutRebuilder>();
|
||||
|
||||
contentRect = contentRectComp;
|
||||
|
||||
return scrollViewRect;
|
||||
}
|
||||
|
||||
|
||||
static bool InMainMenu()
|
||||
{
|
||||
return SceneManager.GetActiveScene().buildIndex == 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
127
UI/UIManager.cs
Normal file
127
UI/UIManager.cs
Normal file
@@ -0,0 +1,127 @@
|
||||
using Steamworks;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using VMM.ModRegistry;
|
||||
using VMM.UI.Components;
|
||||
using VMM.UI.Helpers;
|
||||
|
||||
namespace VMM.UI
|
||||
{
|
||||
internal class UIManager
|
||||
{
|
||||
public static UIManager Instance { get; set; }
|
||||
|
||||
private RectTransform modsListTab;
|
||||
private RectTransform modSettingsTab;
|
||||
private RectTransform mainMenu;
|
||||
private RectTransform mainMenuTitle;
|
||||
private RectTransform modWindowRect;
|
||||
private RectTransform modInfoWindowRect;
|
||||
|
||||
public UIManager()
|
||||
{
|
||||
if (Instance == null)
|
||||
Instance = this;
|
||||
else
|
||||
Core.Logger.Warning("Duplicate UIManager Detected");
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
Core.Logger.Msg("Initializing UI...");
|
||||
CacheUIReferences();
|
||||
|
||||
modsListTab = UIBuilder.CreateTab("Mods List", 700f, 500f);
|
||||
SetupModsListTab();
|
||||
|
||||
modSettingsTab = UIBuilder.CreateTab("Mod Settings", 700f, 500f);
|
||||
SetupModSettingsTab();
|
||||
|
||||
mainMenuTitle.localScale = new Vector3(0.9f, 0.9f, 0.9f);
|
||||
|
||||
var modsButton = UIBuilder.CreateButton("Mods Button", mainMenu, "Mods", OpenModsMenu);
|
||||
modsButton.transform.SetSiblingIndex(2);
|
||||
Core.Logger.Msg("Created Mods Button.");
|
||||
}
|
||||
|
||||
private void CacheUIReferences()
|
||||
{
|
||||
var canvas = GameObject.Find("Canvas");
|
||||
if (canvas == null)
|
||||
{
|
||||
Core.Logger.Error("UIManager: Canvas not found in scene.");
|
||||
return;
|
||||
}
|
||||
var margins = canvas.transform.Find("Margins");
|
||||
if (margins == null)
|
||||
{
|
||||
Core.Logger.Error("UIManager: Canvas/Margins not found.");
|
||||
return;
|
||||
}
|
||||
var menu = margins.Find("Main Menu");
|
||||
if (menu == null)
|
||||
{
|
||||
Core.Logger.Error("UIManager: Main Menu not found under Canvas/Margins.");
|
||||
return;
|
||||
}
|
||||
mainMenu = menu.GetComponent<RectTransform>();
|
||||
mainMenuTitle = mainMenu.Find("Title").GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
private void SetupModsListTab()
|
||||
{
|
||||
var windowContent = UIBuilder.CreateHorizontalLayoutArea("Window Content", modsListTab, 100f, controlChildSize: false);
|
||||
modWindowRect = UIBuilder.CreateWindow("Mods List Window", windowContent, "Installed Mods", out TextMeshProUGUI titleText1, 500f, OpenMainMenu);
|
||||
|
||||
modInfoWindowRect = UIBuilder.CreateWindow("Mod Info Window", windowContent, "Mod Info", out TextMeshProUGUI titleText2, 500f, null);
|
||||
var content = UIBuilder.CreateVerticalLayoutArea("Content", modInfoWindowRect, 10f, null, TextAnchor.MiddleCenter, true, true);
|
||||
UIBuilder.CreateText("Mod Name", content, "Name: N/A", Color.yellow, out TextMeshProUGUI text, 40);
|
||||
text.alignment = TextAlignmentOptions.Center;
|
||||
UIBuilder.CreateText("Mod Author", content, "Author: N/A", Color.yellow, out TextMeshProUGUI text2, 40);
|
||||
text2.alignment = TextAlignmentOptions.Center;
|
||||
UIBuilder.CreateText("Mod Version", content, "Version: N/A", Color.yellow, out TextMeshProUGUI text3, 40);
|
||||
text3.alignment = TextAlignmentOptions.Center;
|
||||
var settingsButton = UIBuilder.CreateButton("Settings Button", content, "Settings", null).GetComponent<UnityEngine.UI.Button>();
|
||||
|
||||
var mid = modInfoWindowRect.gameObject.AddComponent<ModInfoDisplayer>();
|
||||
mid.modName = text;
|
||||
mid.modAuthor = text2;
|
||||
mid.modVersion = text3;
|
||||
mid.settingsButton = settingsButton;
|
||||
}
|
||||
|
||||
private void SetupModSettingsTab()
|
||||
{
|
||||
var settingsWindow = UIBuilder.CreateWindow("Settings Window", modSettingsTab, "Mod Settings", out TextMeshProUGUI titleText, 1000f, OpenModsMenu);
|
||||
var content = UIBuilder.CreateTab("Content", settingsWindow, 700f, 500f);
|
||||
UIBuilder.CreateVerticalLayoutArea("Settings Container", content, 30, null, TextAnchor.UpperCenter, false, false);
|
||||
var settigsManager = content.gameObject.AddComponent<ModSettingsManager>();
|
||||
settigsManager.titleText = titleText;
|
||||
settigsManager.Init();
|
||||
}
|
||||
|
||||
public void AddModButton(ModEntry mod)
|
||||
{
|
||||
var modButton = UIBuilder.CreateButton("Mod Button", modWindowRect, mod.Name, null);
|
||||
var meb = modButton.gameObject.AddComponent<ModEntryButton>();
|
||||
meb.mod = mod;
|
||||
}
|
||||
|
||||
public void OpenSettings()
|
||||
{
|
||||
MainMenuManager.instance.OpenTab(modSettingsTab.gameObject);
|
||||
}
|
||||
|
||||
public void OpenMainMenu()
|
||||
{
|
||||
MainMenuManager.instance.OpenTab(mainMenu.gameObject);
|
||||
ModInfoDisplayer.Instance.HandleClose();
|
||||
}
|
||||
|
||||
public void OpenModsMenu()
|
||||
{
|
||||
MainMenuManager.instance.OpenTab(modsListTab.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
397
VMM.csproj
Normal file
397
VMM.csproj
Normal file
@@ -0,0 +1,397 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>disable</Nullable>
|
||||
<RootNamespace>VMM</RootNamespace>
|
||||
<LangVersion>default</LangVersion>
|
||||
<IsPackable>false</IsPackable>
|
||||
<AssemblyVersion>1.0.0.0</AssemblyVersion>
|
||||
<FileVersion>1.0.0.0</FileVersion>
|
||||
<NeutralLanguage>en-US</NeutralLanguage>
|
||||
<AssemblyName>VigilModManagerML</AssemblyName>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Core.cs" />
|
||||
<Compile Include="ModRegistry\ModEntry.cs" />
|
||||
<Compile Include="ModRegistry\ModManager.cs" />
|
||||
<Compile Include="ModRegistry\Settings\ISettingsElement.cs" />
|
||||
<Compile Include="ModRegistry\Settings\ModSettings.cs" />
|
||||
<Compile Include="ModRegistry\Settings\SettingsElement.cs" />
|
||||
<Compile Include="ModRegistry\Settings\Types\SliderSetting.cs" />
|
||||
<Compile Include="ModRegistry\Settings\Types\ToggleSetting.cs" />
|
||||
<Compile Include="Patches\MainMenuManager.cs" />
|
||||
<Compile Include="UI\Components\ModEntryButton.cs" />
|
||||
<Compile Include="UI\Components\ModInfoDisplayer.cs" />
|
||||
<Compile Include="UI\Components\ModSettingsManager.cs" />
|
||||
<Compile Include="UI\Components\UILayoutRebuilder.cs" />
|
||||
<Compile Include="UI\Helpers\UIBuilder.cs" />
|
||||
<Compile Include="UI\UIManager.cs" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Assembly-CSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="com.cqf.urpvolumetricfog.runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\com.cqf.urpvolumetricfog.runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="com.rlabrecque.steamworks.net">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\com.rlabrecque.steamworks.net.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="FMODUnity">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\FMODUnity.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="FMODUnityResonance">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\FMODUnityResonance.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="GPUInstancer">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\GPUInstancer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SteamAudioFMODStudio">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\SteamAudioFMODStudio.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SteamAudioUnity">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\SteamAudioUnity.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.AI.Navigation">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.AI.Navigation.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Burst">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Burst.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Burst.Unsafe">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Burst.Unsafe.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Collections">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Collections.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Collections.LowLevel.ILSupport">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Collections.LowLevel.ILSupport.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Mathematics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Multiplayer.Center.Common">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Multiplayer.Center.Common.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Postprocessing.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ProBuilder.Csg">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.ProBuilder.Csg.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ProBuilder">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.ProBuilder.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ProBuilder.KdTree">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.ProBuilder.KdTree.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ProBuilder.Poly2Tri">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.ProBuilder.Poly2Tri.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ProBuilder.Stl">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.ProBuilder.Stl.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Recorder.Base">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Recorder.Base.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Recorder">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Recorder.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Rendering.LightTransport.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Rendering.LightTransport.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipeline.Universal.ShaderLibrary">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Core.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Core.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Core.Runtime.Shared">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Core.Runtime.Shared.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Core.ShaderLibrary">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Core.ShaderLibrary.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.GPUDriven.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.GPUDriven.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Universal.2D.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Universal.2D.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Universal.Config.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Universal.Config.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Universal.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Universal.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.RenderPipelines.Universal.Shaders">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.ScriptableBuildPipeline">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.ScriptableBuildPipeline.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Splines">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Splines.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.Timeline.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualEffectGraph.Runtime">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\Unity.VisualEffectGraph.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AccessibilityModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AccessibilityModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AIModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AMDModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AMDModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AndroidJNIModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AndroidJNIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AnimationModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ARModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ARModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AssetBundleModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AudioModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.AudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClothModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ClothModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClusterInputModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ClusterInputModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClusterRendererModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ClusterRendererModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ContentLoadModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ContentLoadModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CrashReportingModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.CrashReportingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.DirectorModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.DirectorModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.DSPGraphModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.DSPGraphModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GameCenterModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.GameCenterModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GIModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.GIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GraphicsStateCollectionSerializerModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.GraphicsStateCollectionSerializerModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GridModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.GridModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.HierarchyCoreModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.HierarchyCoreModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.HotReloadModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.HotReloadModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ImageConversionModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ImageConversionModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.IMGUIModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputForUIModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.InputForUIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputLegacyModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.InputModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.JSONSerializeModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.JSONSerializeModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.LocalizationModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.LocalizationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.MarshallingModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.MarshallingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.MultiplayerModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.MultiplayerModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.NVIDIAModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.NVIDIAModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ParticleSystemModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ParticleSystemModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PerformanceReportingModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.PerformanceReportingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.Physics2DModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.Physics2DModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PhysicsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PropertiesModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.PropertiesModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ScreenCaptureModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ScreenCaptureModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ShaderVariantAnalyticsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.ShaderVariantAnalyticsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SharedInternalsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.SharedInternalsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpriteMaskModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.SpriteMaskModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpriteShapeModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.SpriteShapeModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.StreamingModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.StreamingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SubstanceModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.SubstanceModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SubsystemsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.SubsystemsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TerrainModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TerrainModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TerrainPhysicsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TerrainPhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextCoreFontEngineModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TextCoreFontEngineModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextCoreTextEngineModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TextCoreTextEngineModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextRenderingModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TilemapModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TilemapModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TLSModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.TLSModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIElementsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UIElementsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UmbraModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UmbraModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityAnalyticsCommonModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityAnalyticsCommonModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityAnalyticsModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityAnalyticsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityConnectModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityConnectModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityCurlModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityCurlModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityTestProtocolModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityTestProtocolModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestAssetBundleModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityWebRequestAssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestAudioModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityWebRequestAudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityWebRequestModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestTextureModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityWebRequestTextureModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestWWWModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.UnityWebRequestWWWModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VehiclesModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.VehiclesModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VFXModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.VFXModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VideoModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.VideoModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VirtualTexturingModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.VirtualTexturingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VRModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.VRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.WindModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.WindModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XRModule">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\Vigil_Data\Managed\UnityEngine.XRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MelonLoader">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\MelonLoader\net35\MelonLoader.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>$(VIGIL_GAME_DIR)\MelonLoader\net35\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
|
||||
<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
|
||||
</PropertyGroup>
|
||||
|
||||
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
|
||||
<Exec Command="COPY "$(TargetPath)" "$(VIGIL_GAME_DIR)\Mods"" />
|
||||
</Target>
|
||||
</Project>
|
||||
25
VigilModManager.sln
Normal file
25
VigilModManager.sln
Normal file
@@ -0,0 +1,25 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.14.36623.8 d17.14
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VMM", "VMM.csproj", "{81A6EEA5-5B4F-4B5A-A136-18C3E9DCB805}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{81A6EEA5-5B4F-4B5A-A136-18C3E9DCB805}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{81A6EEA5-5B4F-4B5A-A136-18C3E9DCB805}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{81A6EEA5-5B4F-4B5A-A136-18C3E9DCB805}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{81A6EEA5-5B4F-4B5A-A136-18C3E9DCB805}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {50F4ABAB-2F25-43BB-9B46-9DED2834515D}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
Reference in New Issue
Block a user