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OrangeSpork committed Oct 24, 2020
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84 changes: 84 additions & 0 deletions AI_DynamicBonesGravityPlugin/AI_DynamicBonesGravityPlugin.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<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>{A31DE13C-5CDE-4E4A-8527-6ECDDDB16089}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AI_DynamicBonesGravityPlugin</RootNamespace>
<AssemblyName>AI_DynamicBonesGravityPlugin</AssemblyName>
<TargetFrameworkVersion>v4.7.1</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\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>false</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, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.BepInEx.Harmony.2.0.6\lib\net35\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.AIGirl.Assembly-CSharp.2020.5.29\lib\net46\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.AIGirl.Assembly-CSharp-firstpass.2020.5.29\lib\net35\Assembly-CSharp-firstpass.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="BepInEx, Version=5.3.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.BepInEx.5.3.0\lib\net35\BepInEx.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="BepInEx.Harmony, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.BepInEx.Harmony.2.0.6\lib\net35\BepInEx.Harmony.dll</HintPath>
<Private>False</Private>
</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, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.AIGirl.UnityEngine.CoreModule.2018.2.21.1\lib\net46\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.AIGirl.UnityEngine.CoreModule.2018.2.21.1\lib\net46\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.IMGUIModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\IllusionLibs.AIGirl.UnityEngine.IMGUIModule.2018.2.21.1\lib\net46\UnityEngine.IMGUIModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="..\DynamicBonesGravityPlugin\DynamicBonesGravityPlugin.projitems" Label="Shared" />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
36 changes: 36 additions & 0 deletions AI_DynamicBonesGravityPlugin/Properties/AssemblyInfo.cs
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("AI_DynamicBonesGravityPlugin")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("AI_DynamicBonesGravityPlugin")]
[assembly: AssemblyCopyright("Copyright © 2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]

// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("a31de13c-5cde-4e4a-8527-6ecdddb16089")]

// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
9 changes: 9 additions & 0 deletions AI_DynamicBonesGravityPlugin/packages.config
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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="IllusionLibs.AIGirl.Assembly-CSharp" version="2020.5.29" targetFramework="net471" developmentDependency="true" />
<package id="IllusionLibs.AIGirl.Assembly-CSharp-firstpass" version="2020.5.29" targetFramework="net471" developmentDependency="true" />
<package id="IllusionLibs.AIGirl.UnityEngine.CoreModule" version="2018.2.21.1" targetFramework="net471" developmentDependency="true" />
<package id="IllusionLibs.AIGirl.UnityEngine.IMGUIModule" version="2018.2.21.1" targetFramework="net471" developmentDependency="true" />
<package id="IllusionLibs.BepInEx" version="5.3.0" targetFramework="net471" developmentDependency="true" />
<package id="IllusionLibs.BepInEx.Harmony" version="2.0.6" targetFramework="net471" developmentDependency="true" />
</packages>
38 changes: 38 additions & 0 deletions DynamicBonesGravityPlugin.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.30611.23
MinimumVisualStudioVersion = 10.0.40219.1
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "DynamicBonesGravityPlugin", "DynamicBonesGravityPlugin\DynamicBonesGravityPlugin.shproj", "{98F6516D-2E55-4FF3-817B-E51C4C376881}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "HS2_DynamicBonesGravityPlugin", "HS2_DynamicBonesGravityPlugin\HS2_DynamicBonesGravityPlugin.csproj", "{B69BDCF1-F04C-40CA-9A6C-9574AFF59869}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AI_DynamicBonesGravityPlugin", "AI_DynamicBonesGravityPlugin\AI_DynamicBonesGravityPlugin.csproj", "{A31DE13C-5CDE-4E4A-8527-6ECDDDB16089}"
EndProject
Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
DynamicBonesGravityPlugin\DynamicBonesGravityPlugin.projitems*{98f6516d-2e55-4ff3-817b-e51c4c376881}*SharedItemsImports = 13
DynamicBonesGravityPlugin\DynamicBonesGravityPlugin.projitems*{a31de13c-5cde-4e4a-8527-6ecdddb16089}*SharedItemsImports = 4
DynamicBonesGravityPlugin\DynamicBonesGravityPlugin.projitems*{b69bdcf1-f04c-40ca-9a6c-9574aff59869}*SharedItemsImports = 4
EndGlobalSection
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B69BDCF1-F04C-40CA-9A6C-9574AFF59869}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B69BDCF1-F04C-40CA-9A6C-9574AFF59869}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B69BDCF1-F04C-40CA-9A6C-9574AFF59869}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B69BDCF1-F04C-40CA-9A6C-9574AFF59869}.Release|Any CPU.Build.0 = Release|Any CPU
{A31DE13C-5CDE-4E4A-8527-6ECDDDB16089}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A31DE13C-5CDE-4E4A-8527-6ECDDDB16089}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A31DE13C-5CDE-4E4A-8527-6ECDDDB16089}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A31DE13C-5CDE-4E4A-8527-6ECDDDB16089}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {DC52961F-4284-4D47-BF2A-C6DD60BBA90C}
EndGlobalSection
EndGlobal
104 changes: 104 additions & 0 deletions DynamicBonesGravityPlugin/ConfigurationManagerAttributes.cs
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/// <summary>
/// Class that specifies how a setting should be displayed inside the ConfigurationManager settings window.
///
/// Usage:
/// This class template has to be copied inside the plugin's project and referenced by its code directly.
/// make a new instance, assign any fields that you want to override, and pass it as a tag for your setting.
///
/// If a field is null (default), it will be ignored and won't change how the setting is displayed.
/// If a field is non-null (you assigned a value to it), it will override default behavior.
/// </summary>
///
/// <example>
/// Here's an example of overriding order of settings and marking one of the settings as advanced:
/// <code>
/// // Override IsAdvanced and Order
/// Config.AddSetting("X", "1", 1, new ConfigDescription("", null, new ConfigurationManagerAttributes { IsAdvanced = true, Order = 3 }));
/// // Override only Order, IsAdvanced stays as the default value assigned by ConfigManager
/// Config.AddSetting("X", "2", 2, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 1 }));
/// Config.AddSetting("X", "3", 3, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 2 }));
/// </code>
/// </example>
///
/// <remarks>
/// You can read more and see examples in the readme at https://github.com/BepInEx/BepInEx.ConfigurationManager
/// You can optionally remove fields that you won't use from this class, it's the same as leaving them null.
/// </remarks>
#pragma warning disable 0169, 0414, 0649
internal sealed class ConfigurationManagerAttributes
{
/// <summary>
/// Should the setting be shown as a percentage (only use with value range settings).
/// </summary>
public bool? ShowRangeAsPercent;

/// <summary>
/// Custom setting editor (OnGUI code that replaces the default editor provided by ConfigurationManager).
/// See below for a deeper explanation. Using a custom drawer will cause many of the other fields to do nothing.
/// </summary>
public System.Action<BepInEx.Configuration.ConfigEntryBase> CustomDrawer;

/// <summary>
/// Show this setting in the settings screen at all? If false, don't show.
/// </summary>
public bool? Browsable;

/// <summary>
/// Category the setting is under. Null to be directly under the plugin.
/// </summary>
public string Category;

/// <summary>
/// If set, a "Default" button will be shown next to the setting to allow resetting to default.
/// </summary>
public object DefaultValue;

/// <summary>
/// Force the "Reset" button to not be displayed, even if a valid DefaultValue is available.
/// </summary>
public bool? HideDefaultButton;

/// <summary>
/// Force the setting name to not be displayed. Should only be used with a <see cref="CustomDrawer"/> to get more space.
/// Can be used together with <see cref="HideDefaultButton"/> to gain even more space.
/// </summary>
public bool? HideSettingName;

/// <summary>
/// Optional description shown when hovering over the setting.
/// Not recommended, provide the description when creating the setting instead.
/// </summary>
public string Description;

/// <summary>
/// Name of the setting.
/// </summary>
public string DispName;

/// <summary>
/// Order of the setting on the settings list relative to other settings in a category.
/// 0 by default, higher number is higher on the list.
/// </summary>
public int? Order;

/// <summary>
/// Only show the value, don't allow editing it.
/// </summary>
public bool? ReadOnly;

/// <summary>
/// If true, don't show the setting by default. User has to turn on showing advanced settings or search for it.
/// </summary>
public bool? IsAdvanced;

/// <summary>
/// Custom converter from setting type to string for the built-in editor textboxes.
/// </summary>
public System.Func<object, string> ObjToStr;

/// <summary>
/// Custom converter from string to setting type for the built-in editor textboxes.
/// </summary>
public System.Func<string, object> StrToObj;
}

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