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BRC-HarmonyTemplate.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
These variables tell compiler where to find assemblies (dlls)
If you have already set the community-standard $BRCPath environment variable, it will take precedence.
To make it easy(?) for you, these variables attempt to auto-detect several possible install locations for
BRC and BepInEx / Thunderstore.
If this is all too confusing or annoying, you can always ignore these variables and edit the <HintPath>s instead.
-->
<!--
Bomb Rush Cyberfunk install directory from Steam or elsewhere.
Only one of these needs to be correct, we check all 3 to see which one exists.
-->
<BRCInstallDirectoryA>C:\Program Files (x86)\Steam\steamapps\common\BombRushCyberfunk</BRCInstallDirectoryA>
<BRCInstallDirectoryB>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\BombRushCyberfunk</BRCInstallDirectoryB>
<BRCInstallDirectoryC>E:\Games\SteamLibrary\steamapps\common\BombRushCyberfunk</BRCInstallDirectoryC>
<!--
If you use Thunderstore, BepInEx lives in the profile directory.
Find yours in Thunderstore -> Settings -> "Browse profile folder"
-->
<ThunderstoreProfile>$(APPDATA)\Thunderstore Mod Manager\DataFolder\BombRushCyberfunk\profiles\Default</ThunderstoreProfile>
<!-- If you're not using Thunderstore, try setting this path to BepInEx subdirectory -->
<BepInExDirectoryA>PUT_PATH_HERE</BepInExDirectoryA>
<!-- ================= -->
<!-- pick the ones that actually exist on disk -->
<BRCInstallDirectory Condition="Exists($(BRCPath))">$(BRCPath)</BRCInstallDirectory>
<BRCInstallDirectory Condition="Exists($(BRCInstallDirectoryA))">$(BRCInstallDirectoryA)</BRCInstallDirectory>
<BRCInstallDirectory Condition="Exists($(BRCInstallDirectoryB))">$(BRCInstallDirectoryB)</BRCInstallDirectory>
<BRCInstallDirectory Condition="Exists($(BRCInstallDirectoryC))">$(BRCInstallDirectoryC)</BRCInstallDirectory>
<BepInExDirectory Condition="Exists('$(BRCPath)/BepInEx')">$(BRCPath)\BepInEx</BepInExDirectory>
<BepInExDirectory Condition="Exists('$(ThunderstoreProfile)/BepInEx')">$(ThunderstoreProfile)\BepInEx</BepInExDirectory>
<BepInExDirectory Condition="Exists($(BepInExDirectoryA))">$(BepInExDirectoryA)</BepInExDirectory>
<!-- See also: https://learn.microsoft.com/en-us/visualstudio/msbuild/msbuild-properties?view=vs-2022#define-and-reference-properties-in-a-project-file -->
</PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{$guid1$}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AnimateOnTwos</RootNamespace>
<AssemblyName>AnimateOnTwos</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>$(BepInExDirectory)\core\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>$(BRCInstallDirectory)\Bomb Rush Cyberfunk_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp_publicized">
<HintPath>$(BRCInstallDirectory)\Bomb Rush Cyberfunk_Data\Managed\publicized_assemblies\Assembly-CSharp_publicized.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>$(BepInExDirectory)\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>$(BRCInstallDirectory)\Bomb Rush Cyberfunk_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(BRCInstallDirectory)\Bomb Rush Cyberfunk_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>$(BRCInstallDirectory)\Bomb Rush Cyberfunk_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Patches\Player.cs" />
<Compile Include="Patches\Pedestrian.cs" />
<Compile Include="SRC\state.cs" />
<Compile Include="MyPlugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>
mkdir "$(BepInExDirectory)\plugins\$(TargetName)"
xcopy /q/y/i "$(TargetPath)" "$(BepInExDirectory)\plugins\$(TargetName)" /E /H /C
$(SolutionDir)\scripts\pdb2mdb.exe "$(TargetPath)"
xcopy /q/y/i "$(TargetPath).mdb" "$(BepInExDirectory)\plugins\$(TargetName)" /E /H /C
</PostBuildEvent>
</PropertyGroup>
<!-- Shell scripts use these targets to get variables -->
<Target Name="LogBRCInstallDirectory">
<Message Text="$(BRCInstallDirectory)" Importance="High" />
</Target>
<Target Name="LogBepInExDirectory">
<Message Text="$(BepInExDirectory)" Importance="High" />
</Target>
<Target Name="LogTargetPath">
<Message Text="$(TargetPath)" Importance="High" />
</Target>
</Project>