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CustomBlocks.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<!-- steam default: C:\Program Files (x86)\Steam\steamapps\common\Ultimate Chicken Horse\ -->
<UCHfolder>C:\Program Files (x86)\Steam\steamapps\common\Ultimate Chicken Horse\</UCHfolder>
</PropertyGroup>
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<RootNamespace>CustomBlocks</RootNamespace>
<AssemblyName>CustomBlocksMod</AssemblyName>
<OutputPath>plugins\CustomBlocks</OutputPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<AppendRuntimeIdentifierToOutputPath>false</AppendRuntimeIdentifierToOutputPath>
<DebugType>None</DebugType>
<ReleaseVersion>0.1</ReleaseVersion>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Krafs.Publicizer" Version="1.0.1" />
<Reference Include="BepInEx">
<HintPath>$(UCHfolder)\BepInEx\core\BepInEx.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>$(UCHfolder)\BepInEx\core\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\com.unity.multiplayer-hlapi.Runtime.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.Physics2DModule">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.Physics2DModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.JSONSerializeModule">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.JSONSerializeModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UIModule">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.UIModule.dll</HintPath>
</Reference>
<Reference Include="Steamworks">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\com.rlabrecque.steamworks.net.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.ImageConversionModule">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.ImageConversionModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>$(UCHfolder)\UltimateChickenHorse_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Publicize Include="Assembly-CSharp" />
</ItemGroup>
<PropertyGroup>
<PostBuildEvent>
if not exist "$(UCHfolder)\BepInEx\plugins\" mkdir "$(UCHfolder)\BepInEx\plugins\"
if not exist "$(UCHfolder)\BepInEx\plugins\CustomBlocks\" mkdir "$(UCHfolder)\BepInEx\plugins\CustomBlocks\"
copy "CustomBlocksMod.dll" "$(UCHfolder)\BepInEx\plugins\CustomBlocks" /y
if not exist "$(UCHfolder)\BepInEx\plugins\CustomBlocks\assets\" mkdir "$(UCHfolder)\BepInEx\plugins\CustomBlocks\assets\"
copy "assets\*" "$(UCHfolder)\BepInEx\plugins\CustomBlocks\assets\" /y
</PostBuildEvent>
<PreBuildEvent>
if not exist "assets" mkdir "assets"
for /r "..\..\CustomBlocks" %%f in (*.png) do copy "%%f" "assets" /y
for /r "..\..\CustomBlocks" %%f in (*.wav) do copy "%%f" "assets" /y
taskkill /f /fi "imagename eq UltimateChickenHorse.exe"
</PreBuildEvent>
</PropertyGroup>
</Project>