Zoryn returns. Added JSON. Added Config.cs.
This commit is contained in:
parent
d367b0a7bc
commit
c50891a093
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@ -6,6 +6,7 @@ TrainerMod/obj/
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StardewInjector/bin/
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StardewInjector/obj/
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packages/
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steamapps/
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*.symlink
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*.lnk
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@ -0,0 +1,124 @@
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/*
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Copyright 2016 Zoey (Zoryn)
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*/
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using System;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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namespace StardewModdingAPI
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{
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public class Config
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{
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[JsonIgnore]
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public virtual JObject JObject { get; protected set; }
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[JsonIgnore]
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public virtual string ConfigLocation { get; protected set; }
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public static Config Instance
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{
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get { return new Config(); }
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}
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public static Config InitializeConfig(string configLocation, Config baseConfig)
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{
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if (baseConfig == null)
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{
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Console.WriteLine("A config must be instantiated before being passed to Initialize.\n\t" + configLocation);
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return null;
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}
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baseConfig.ConfigLocation = configLocation;
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return baseConfig.LoadConfig(baseConfig);
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}
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public virtual Config GenerateBaseConfig(Config baseConfig)
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{
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//Must be implemented in sub-class
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return null;
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}
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public virtual Config LoadConfig(Config baseConfig)
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{
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if (!File.Exists(baseConfig.ConfigLocation))
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{
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var v = (Config)baseConfig.GetType().GetMethod("GenerateBaseConfig", BindingFlags.Public | BindingFlags.Instance).Invoke(baseConfig, new object[] { baseConfig });
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v.WriteConfig();
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}
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else
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{
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var p = baseConfig.ConfigLocation;
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try
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{
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var j = JObject.Parse(Encoding.UTF8.GetString(File.ReadAllBytes(baseConfig.ConfigLocation)));
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baseConfig = (Config)j.ToObject(baseConfig.GetType());
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baseConfig.ConfigLocation = p;
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baseConfig.JObject = j;
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baseConfig = UpdateConfig(baseConfig);
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baseConfig.ConfigLocation = p;
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baseConfig.JObject = j;
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baseConfig.WriteConfig();
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}
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catch
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{
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Console.WriteLine("Invalid JSON Renamed: " + p);
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if (File.Exists(p))
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File.Move(p, Path.Combine(Path.GetDirectoryName(p), Path.GetFileNameWithoutExtension(p) + "." + Guid.NewGuid() + ".json")); //Get it out of the way for a new one
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var v = (Config)baseConfig.GetType().GetMethod("GenerateBaseConfig", BindingFlags.Public | BindingFlags.Instance).Invoke(baseConfig, new object[] { baseConfig });
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v.WriteConfig();
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}
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}
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return baseConfig;
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}
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public virtual Config UpdateConfig(Config baseConfig)
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{
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try
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{
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//default config with all standard values
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var b = JObject.FromObject(baseConfig.GetType().GetMethod("GenerateBaseConfig", BindingFlags.Public | BindingFlags.Instance).Invoke(baseConfig, new object[] { baseConfig }));
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//user config with their values
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var u = baseConfig.JObject;
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b.Merge(u);
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return (Config)b.ToObject(baseConfig.GetType());
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.ToString());
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}
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return baseConfig;
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}
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public static string GetBasePath(Mod theMod)
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{
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return theMod.PathOnDisk + "\\config.json";
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}
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}
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public static class ConfigExtensions
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{
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public static void WriteConfig(this Config baseConfig)
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{
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var toWrite = Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(baseConfig, baseConfig.GetType(), Formatting.Indented, new JsonSerializerSettings()));
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if (!File.Exists(baseConfig.ConfigLocation) || !File.ReadAllBytes(baseConfig.ConfigLocation).SequenceEqual(toWrite))
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File.WriteAllBytes(baseConfig.ConfigLocation, toWrite);
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toWrite = null;
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}
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public static Config ReloadConfig(this Config baseConfig)
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{
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return baseConfig.UpdateConfig(baseConfig);
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}
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}
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}
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@ -28,6 +28,11 @@ namespace StardewModdingAPI
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/// </summary>
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public virtual string Description { get; protected set; }
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/// <summary>
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/// Where the mod is located on the disk.
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/// </summary>
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public string PathOnDisk { get; internal set; }
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/// <summary>
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/// A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
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/// </summary>
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@ -1,50 +1,50 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI.Events;
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using StardewModdingAPI.Inheritance;
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using StardewModdingAPI.Inheritance.Menus;
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using StardewValley;
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using StardewValley.Menus;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Threading;
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using System.Windows.Forms;
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using StardewModdingAPI.Inheritance;
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using StardewModdingAPI.Inheritance.Menus;
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using StardewValley;
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using StardewValley.Menus;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Threading;
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using System.Windows.Forms;
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namespace StardewModdingAPI
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{
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public class Program
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{
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private static List<string> _modPaths;
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private static List<string> _modContentPaths;
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public static Texture2D DebugPixel { get; private set; }
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public static SGame gamePtr;
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public static bool ready;
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public static Assembly StardewAssembly;
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public static Type StardewProgramType;
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public static FieldInfo StardewGameInfo;
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public static Form StardewForm;
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public static Thread gameThread;
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public static Thread consoleInputThread;
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public static bool StardewInjectorLoaded { get; private set; }
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public static Mod StardewInjectorMod { get; private set; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace StardewModdingAPI
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{
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public class Program
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{
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private static List<string> _modPaths;
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private static List<string> _modContentPaths;
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public static Texture2D DebugPixel { get; private set; }
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public static SGame gamePtr;
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public static bool ready;
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public static Assembly StardewAssembly;
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public static Type StardewProgramType;
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public static FieldInfo StardewGameInfo;
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public static Form StardewForm;
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public static Thread gameThread;
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public static Thread consoleInputThread;
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public static bool StardewInjectorLoaded { get; private set; }
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public static Mod StardewInjectorMod { get; private set; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/// <summary>
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/// Main method holding the API execution
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/// </summary>
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/// <param name="args"></param>
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private static void Main(string[] args)
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{
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/// <param name="args"></param>
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private static void Main(string[] args)
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{
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try
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{
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ConfigureUI();
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@ -62,16 +62,16 @@ namespace StardewModdingAPI
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StardewModdingAPI.Log.Comment("The API will now terminate. Press any key to continue...");
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Console.ReadKey();
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}
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}
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/// <summary>
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/// Set up the console properties
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/// </summary>
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/// </summary>
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private static void ConfigureUI()
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{
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{
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Console.Title = Constants.ConsoleTitle;
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#if DEBUG
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#if DEBUG
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Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
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#endif
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}
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@ -81,150 +81,151 @@ namespace StardewModdingAPI
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/// </summary>
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private static void ConfigurePaths()
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{
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StardewModdingAPI.Log.Info("Validating api paths...");
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StardewModdingAPI.Log.Info("Validating api paths...");
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_modPaths = new List<string>();
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_modContentPaths = new List<string>();
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//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
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_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
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_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
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_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
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_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
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//Checks that all defined modpaths exist as directories
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_modPaths.ForEach(path => VerifyPath(path));
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_modContentPaths.ForEach(path => VerifyPath(path));
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VerifyPath(Constants.LogPath);
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_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
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_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
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_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
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_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
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//Checks that all defined modpaths exist as directories
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_modPaths.ForEach(path => VerifyPath(path));
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_modContentPaths.ForEach(path => VerifyPath(path));
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VerifyPath(Constants.LogPath);
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StardewModdingAPI.Log.Initialize(Constants.LogPath);
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if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe"))
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{
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{
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throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath));
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}
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}
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}
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}
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/// <summary>
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/// Load the injector.
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/// </summary>
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/// <remarks>
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/// </summary>
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/// <remarks>
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/// This will load the injector before anything else if it sees it
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/// It doesn't matter though
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/// I'll leave it as a feature in case anyone in the community wants to tinker with it
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/// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
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/// </remarks>
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/// </remarks>
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private static void ConfigureInjector()
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{
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foreach (string ModPath in _modPaths)
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{
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foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
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{
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StardewModdingAPI.Log.Success(ConsoleColor.Green, "Found Stardew Injector DLL: " + s);
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try
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{
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Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
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if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
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{
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StardewModdingAPI.Log.Success("Loading Injector DLL...");
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TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
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Mod m = (Mod)mod.CreateInstance(tar.ToString());
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Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
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m.Entry(false);
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StardewInjectorLoaded = true;
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StardewInjectorMod = m;
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}
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else
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{
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StardewModdingAPI.Log.Error("Invalid Mod DLL");
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}
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}
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catch (Exception ex)
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{
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StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
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}
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}
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}
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}
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{
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foreach (string ModPath in _modPaths)
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{
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foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
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{
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StardewModdingAPI.Log.Success(ConsoleColor.Green, "Found Stardew Injector DLL: " + s);
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try
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{
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Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
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if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
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{
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StardewModdingAPI.Log.Success("Loading Injector DLL...");
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TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
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Mod m = (Mod)mod.CreateInstance(tar.ToString());
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Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
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m.PathOnDisk = Path.GetDirectoryName(ModPath);
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m.Entry(false);
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StardewInjectorLoaded = true;
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StardewInjectorMod = m;
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}
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else
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{
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StardewModdingAPI.Log.Error("Invalid Mod DLL");
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}
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}
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catch (Exception ex)
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{
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StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
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}
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}
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}
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}
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/// <summary>
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/// Load Stardev Valley and control features
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/// </summary>
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/// </summary>
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private static void ConfigureSDV()
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{
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StardewModdingAPI.Log.Info("Initializing SDV Assembly...");
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// Load in the assembly - ignores security
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StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe");
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StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
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StardewGameInfo = StardewProgramType.GetField("gamePtr");
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// Change the game's version
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StardewModdingAPI.Log.Verbose("Injecting New SDV Version...");
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{
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StardewModdingAPI.Log.Info("Initializing SDV Assembly...");
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// Load in the assembly - ignores security
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StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe");
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StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
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StardewGameInfo = StardewProgramType.GetField("gamePtr");
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// Change the game's version
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StardewModdingAPI.Log.Verbose("Injecting New SDV Version...");
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Game1.version += string.Format("-Z_MODDED | SMAPI {0}", Constants.VersionString);
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// Create the thread for the game to run in.
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gameThread = new Thread(RunGame);
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StardewModdingAPI.Log.Info("Starting SDV...");
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// Create the thread for the game to run in.
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gameThread = new Thread(RunGame);
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StardewModdingAPI.Log.Info("Starting SDV...");
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gameThread.Start();
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// Wait for the game to load up
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while (!ready) ;
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//SDV is running
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StardewModdingAPI.Log.Comment("SDV Loaded Into Memory");
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//Create definition to listen for input
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StardewModdingAPI.Log.Verbose("Initializing Console Input Thread...");
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consoleInputThread = new Thread(ConsoleInputThread);
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// The only command in the API (at least it should be, for now)
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Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired;
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//Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); };
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//Subscribe to events
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Events.ControlEvents.KeyPressed += Events_KeyPressed;
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while (!ready) ;
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//SDV is running
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StardewModdingAPI.Log.Comment("SDV Loaded Into Memory");
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//Create definition to listen for input
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StardewModdingAPI.Log.Verbose("Initializing Console Input Thread...");
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consoleInputThread = new Thread(ConsoleInputThread);
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// The only command in the API (at least it should be, for now)
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Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired;
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//Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); };
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//Subscribe to events
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Events.ControlEvents.KeyPressed += Events_KeyPressed;
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Events.GameEvents.LoadContent += Events_LoadContent;
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//Events.MenuChanged += Events_MenuChanged; //Idk right now
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StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks...");
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StardewInvoke(() =>
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//Events.MenuChanged += Events_MenuChanged; //Idk right now
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StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks...");
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StardewInvoke(() =>
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{
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gamePtr.IsMouseVisible = false;
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gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
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StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
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});
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}
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StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
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});
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}
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/// <summary>
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/// Wrap the 'RunGame' method for console output
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/// </summary>
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/// </summary>
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private static void GameRunInvoker()
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{
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//Game's in memory now, send the event
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StardewModdingAPI.Log.Verbose("Game Loaded");
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Events.GameEvents.InvokeGameLoaded();
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{
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//Game's in memory now, send the event
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StardewModdingAPI.Log.Verbose("Game Loaded");
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Events.GameEvents.InvokeGameLoaded();
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|
||||
StardewModdingAPI.Log.Comment("Type 'help' for help, or 'help <cmd>' for a command's usage");
|
||||
//Begin listening to input
|
||||
consoleInputThread.Start();
|
||||
|
||||
|
||||
while (ready)
|
||||
{
|
||||
//Check if the game is still running 10 times a second
|
||||
Thread.Sleep(1000 / 10);
|
||||
}
|
||||
|
||||
//abort the thread, we're closing
|
||||
if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running)
|
||||
consoleInputThread.Abort();
|
||||
|
||||
StardewModdingAPI.Log.Verbose("Game Execution Finished");
|
||||
StardewModdingAPI.Log.Verbose("Shutting Down...");
|
||||
Thread.Sleep(100);
|
||||
Environment.Exit(0);
|
||||
//Begin listening to input
|
||||
consoleInputThread.Start();
|
||||
|
||||
|
||||
while (ready)
|
||||
{
|
||||
//Check if the game is still running 10 times a second
|
||||
Thread.Sleep(1000 / 10);
|
||||
}
|
||||
|
||||
//abort the thread, we're closing
|
||||
if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running)
|
||||
consoleInputThread.Abort();
|
||||
|
||||
StardewModdingAPI.Log.Verbose("Game Execution Finished");
|
||||
StardewModdingAPI.Log.Verbose("Shutting Down...");
|
||||
Thread.Sleep(100);
|
||||
Environment.Exit(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -241,186 +242,186 @@ namespace StardewModdingAPI
|
|||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Could not create a path: " + path + "\n\n" + ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
public static void RunGame()
|
||||
{
|
||||
Application.ThreadException += StardewModdingAPI.Log.Application_ThreadException;
|
||||
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
|
||||
AppDomain.CurrentDomain.UnhandledException += StardewModdingAPI.Log.CurrentDomain_UnhandledException;
|
||||
|
||||
try
|
||||
{
|
||||
gamePtr = new SGame();
|
||||
StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile...");
|
||||
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
|
||||
LoadMods();
|
||||
|
||||
StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm();
|
||||
StardewForm.Closing += StardewForm_Closing;
|
||||
|
||||
ready = true;
|
||||
|
||||
StardewGameInfo.SetValue(StardewProgramType, gamePtr);
|
||||
gamePtr.Run();
|
||||
|
||||
#region deprecated
|
||||
if (false)
|
||||
{
|
||||
//Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child
|
||||
//I'm leaving this here in case the community is interested
|
||||
//StardewInjectorMod.Entry(true);
|
||||
Type gt = StardewAssembly.GetType("StardewValley.Game1", true);
|
||||
gamePtr = (SGame)Activator.CreateInstance(gt);
|
||||
|
||||
ready = true;
|
||||
|
||||
StardewGameInfo.SetValue(StardewProgramType, gamePtr);
|
||||
gamePtr.Run();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Game failed to start: " + ex);
|
||||
}
|
||||
}
|
||||
|
||||
static void StardewForm_Closing(object sender, CancelEventArgs e)
|
||||
{
|
||||
e.Cancel = true;
|
||||
|
||||
if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes)
|
||||
{
|
||||
gamePtr.Exit();
|
||||
gamePtr.Dispose();
|
||||
StardewForm.Hide();
|
||||
ready = false;
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadMods()
|
||||
{
|
||||
StardewModdingAPI.Log.Verbose("LOADING MODS");
|
||||
int loadedMods = 0;
|
||||
foreach (string ModPath in _modPaths)
|
||||
{
|
||||
foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
|
||||
{
|
||||
if (s.Contains("StardewInjector"))
|
||||
continue;
|
||||
StardewModdingAPI.Log.Success("Found DLL: " + s);
|
||||
try
|
||||
{
|
||||
Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
|
||||
|
||||
if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
|
||||
{
|
||||
StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
|
||||
TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
|
||||
Mod m = (Mod)mod.CreateInstance(tar.ToString());
|
||||
Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
|
||||
loadedMods += 1;
|
||||
m.Entry();
|
||||
}
|
||||
else
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Invalid Mod DLL");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
|
||||
}
|
||||
}
|
||||
}
|
||||
StardewModdingAPI.Log.Success("LOADED {0} MODS", loadedMods);
|
||||
}
|
||||
|
||||
public static void ConsoleInputThread()
|
||||
{
|
||||
string input = string.Empty;
|
||||
|
||||
while (true)
|
||||
{
|
||||
Command.CallCommand(Console.ReadLine());
|
||||
}
|
||||
}
|
||||
|
||||
static void Events_LoadContent(object o, EventArgs e)
|
||||
{
|
||||
StardewModdingAPI.Log.Info("Initializing Debug Assets...");
|
||||
DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
|
||||
|
||||
public static void RunGame()
|
||||
{
|
||||
Application.ThreadException += StardewModdingAPI.Log.Application_ThreadException;
|
||||
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
|
||||
AppDomain.CurrentDomain.UnhandledException += StardewModdingAPI.Log.CurrentDomain_UnhandledException;
|
||||
|
||||
try
|
||||
{
|
||||
gamePtr = new SGame();
|
||||
StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile...");
|
||||
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
|
||||
LoadMods();
|
||||
|
||||
StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm();
|
||||
StardewForm.Closing += StardewForm_Closing;
|
||||
|
||||
ready = true;
|
||||
|
||||
StardewGameInfo.SetValue(StardewProgramType, gamePtr);
|
||||
gamePtr.Run();
|
||||
|
||||
#region deprecated
|
||||
if (false)
|
||||
{
|
||||
//Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child
|
||||
//I'm leaving this here in case the community is interested
|
||||
//StardewInjectorMod.Entry(true);
|
||||
Type gt = StardewAssembly.GetType("StardewValley.Game1", true);
|
||||
gamePtr = (SGame)Activator.CreateInstance(gt);
|
||||
|
||||
ready = true;
|
||||
|
||||
StardewGameInfo.SetValue(StardewProgramType, gamePtr);
|
||||
gamePtr.Run();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Game failed to start: " + ex);
|
||||
}
|
||||
}
|
||||
|
||||
static void StardewForm_Closing(object sender, CancelEventArgs e)
|
||||
{
|
||||
e.Cancel = true;
|
||||
|
||||
if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes)
|
||||
{
|
||||
gamePtr.Exit();
|
||||
gamePtr.Dispose();
|
||||
StardewForm.Hide();
|
||||
ready = false;
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadMods()
|
||||
{
|
||||
StardewModdingAPI.Log.Verbose("LOADING MODS");
|
||||
int loadedMods = 0;
|
||||
foreach (string ModPath in _modPaths)
|
||||
{
|
||||
foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
|
||||
{
|
||||
if (s.Contains("StardewInjector"))
|
||||
continue;
|
||||
StardewModdingAPI.Log.Success("Found DLL: " + s);
|
||||
try
|
||||
{
|
||||
Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
|
||||
|
||||
if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
|
||||
{
|
||||
StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
|
||||
TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
|
||||
Mod m = (Mod)mod.CreateInstance(tar.ToString());
|
||||
Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
|
||||
loadedMods += 1;
|
||||
m.Entry();
|
||||
}
|
||||
else
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Invalid Mod DLL");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
|
||||
}
|
||||
}
|
||||
}
|
||||
StardewModdingAPI.Log.Success("LOADED {0} MODS", loadedMods);
|
||||
}
|
||||
|
||||
public static void ConsoleInputThread()
|
||||
{
|
||||
string input = string.Empty;
|
||||
|
||||
while (true)
|
||||
{
|
||||
Command.CallCommand(Console.ReadLine());
|
||||
}
|
||||
}
|
||||
|
||||
static void Events_LoadContent(object o, EventArgs e)
|
||||
{
|
||||
StardewModdingAPI.Log.Info("Initializing Debug Assets...");
|
||||
DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
|
||||
DebugPixel.SetData(new Color[] { Color.White });
|
||||
|
||||
#if DEBUG
|
||||
StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM");
|
||||
SObject so = new SObject();
|
||||
so.Name = "Mario Block";
|
||||
so.CategoryName = "SMAPI Test Mod";
|
||||
so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
|
||||
so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open));
|
||||
so.IsPassable = true;
|
||||
so.IsPlaceable = true;
|
||||
StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
|
||||
|
||||
//StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
|
||||
//SObject so2 = new SObject();
|
||||
//so2.Name = "Mario Painting";
|
||||
//so2.CategoryName = "SMAPI Test Mod";
|
||||
//so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
|
||||
//so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
|
||||
//so2.IsPassable = true;
|
||||
//so2.IsPlaceable = true;
|
||||
//StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
|
||||
|
||||
Command.CallCommand("load");
|
||||
#endif
|
||||
}
|
||||
|
||||
static void Events_KeyPressed(object o, EventArgsKeyPressed e)
|
||||
#if DEBUG
|
||||
StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM");
|
||||
SObject so = new SObject();
|
||||
so.Name = "Mario Block";
|
||||
so.CategoryName = "SMAPI Test Mod";
|
||||
so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
|
||||
so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open));
|
||||
so.IsPassable = true;
|
||||
so.IsPlaceable = true;
|
||||
StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
|
||||
|
||||
//StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
|
||||
//SObject so2 = new SObject();
|
||||
//so2.Name = "Mario Painting";
|
||||
//so2.CategoryName = "SMAPI Test Mod";
|
||||
//so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
|
||||
//so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
|
||||
//so2.IsPassable = true;
|
||||
//so2.IsPlaceable = true;
|
||||
//StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
|
||||
|
||||
Command.CallCommand("load");
|
||||
#endif
|
||||
}
|
||||
|
||||
static void Events_KeyPressed(object o, EventArgsKeyPressed e)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
static void Events_MenuChanged(IClickableMenu newMenu)
|
||||
{
|
||||
StardewModdingAPI.Log.Verbose("NEW MENU: " + newMenu.GetType());
|
||||
if (newMenu is GameMenu)
|
||||
{
|
||||
Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void Events_LocationsChanged(List<GameLocation> newLocations)
|
||||
}
|
||||
|
||||
static void Events_MenuChanged(IClickableMenu newMenu)
|
||||
{
|
||||
#if DEBUG
|
||||
SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations);
|
||||
#endif
|
||||
}
|
||||
|
||||
static void Events_CurrentLocationChanged(GameLocation newLocation)
|
||||
StardewModdingAPI.Log.Verbose("NEW MENU: " + newMenu.GetType());
|
||||
if (newMenu is GameMenu)
|
||||
{
|
||||
Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void Events_LocationsChanged(List<GameLocation> newLocations)
|
||||
{
|
||||
#if DEBUG
|
||||
SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations);
|
||||
#endif
|
||||
}
|
||||
|
||||
static void Events_CurrentLocationChanged(GameLocation newLocation)
|
||||
{
|
||||
//SGame.CurrentLocation = null;
|
||||
//System.Threading.Thread.Sleep(10);
|
||||
#if DEBUG
|
||||
Console.WriteLine(newLocation.name);
|
||||
SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name);
|
||||
#endif
|
||||
//Game1.currentLocation = SGame.CurrentLocation;
|
||||
//Log.LogComment(((SGameLocation) newLocation).name);
|
||||
//Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name);
|
||||
}
|
||||
|
||||
public static void StardewInvoke(Action a)
|
||||
{
|
||||
StardewForm.Invoke(a);
|
||||
#if DEBUG
|
||||
Console.WriteLine(newLocation.name);
|
||||
SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name);
|
||||
#endif
|
||||
//Game1.currentLocation = SGame.CurrentLocation;
|
||||
//Log.LogComment(((SGameLocation) newLocation).name);
|
||||
//Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name);
|
||||
}
|
||||
|
||||
public static void StardewInvoke(Action a)
|
||||
{
|
||||
StardewForm.Invoke(a);
|
||||
}
|
||||
|
||||
static void help_CommandFired(object o, EventArgsCommand e)
|
||||
|
@ -442,66 +443,66 @@ namespace StardewModdingAPI
|
|||
StardewModdingAPI.Log.Info("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular());
|
||||
}
|
||||
|
||||
#region Logging
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void Log(object o, params object[] format)
|
||||
#region Logging
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void Log(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Info(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogColour(ConsoleColor c, object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Info(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogInfo(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Info(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogError(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Error(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogDebug(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Debug(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogValueNotSpecified()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<value> must be specified");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogObjectValueNotSpecified()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<object> and <value> must be specified");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogValueInvalid()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<value> is invalid");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogObjectInvalid()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<object> is invalid");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogValueNotInt32()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<value> must be a whole number (Int32)");
|
||||
StardewModdingAPI.Log.Info(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogColour(ConsoleColor c, object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Info(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogInfo(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Info(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogError(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Error(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogDebug(object o, params object[] format)
|
||||
{
|
||||
StardewModdingAPI.Log.Debug(o, format);
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogValueNotSpecified()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<value> must be specified");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogObjectValueNotSpecified()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<object> and <value> must be specified");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogValueInvalid()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<value> is invalid");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogObjectInvalid()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<object> is invalid");
|
||||
}
|
||||
|
||||
[Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
|
||||
public static void LogValueNotInt32()
|
||||
{
|
||||
StardewModdingAPI.Log.Error("<value> must be a whole number (Int32)");
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
|
@ -44,7 +44,7 @@
|
|||
</When>
|
||||
<Otherwise>
|
||||
<PropertyGroup>
|
||||
<SteamPath>..\..\..\..\Games\SteamLibrary</SteamPath>
|
||||
<SteamPath>..\</SteamPath>
|
||||
</PropertyGroup>
|
||||
</Otherwise>
|
||||
</Choose>
|
||||
|
@ -91,6 +91,10 @@
|
|||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
|
||||
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
|
||||
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
|
||||
<Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Newtonsoft.Json.8.0.2\lib\net45\Newtonsoft.Json.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="Stardew Valley, Version=1.0.5905.5747, Culture=neutral, processorArchitecture=x86">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>$(SteamPath)\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
|
@ -111,6 +115,7 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Command.cs" />
|
||||
<Compile Include="Config.cs" />
|
||||
<Compile Include="Constants.cs" />
|
||||
<Compile Include="Entities\SCharacter.cs" />
|
||||
<Compile Include="Entities\SFarm.cs" />
|
||||
|
@ -143,6 +148,7 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="icon.ico" />
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Newtonsoft.Json" version="8.0.2" targetFramework="net45" />
|
||||
</packages>
|
|
@ -34,16 +34,16 @@
|
|||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<Choose>
|
||||
<When Condition="'$(SteamInstallPath)' != ''">
|
||||
<PropertyGroup>
|
||||
<SteamPath>$(SteamInstallPath)</SteamPath>
|
||||
<When Condition="'$(SteamInstallPath)' != ''">
|
||||
<PropertyGroup>
|
||||
<SteamPath>$(SteamInstallPath)</SteamPath>
|
||||
</PropertyGroup>
|
||||
</When>
|
||||
<Otherwise>
|
||||
<PropertyGroup>
|
||||
<SteamPath>..\..\..\..\Games\SteamLibrary</SteamPath>
|
||||
</PropertyGroup>
|
||||
</Otherwise>
|
||||
</When>
|
||||
<Otherwise>
|
||||
<PropertyGroup>
|
||||
<SteamPath>..\</SteamPath>
|
||||
</PropertyGroup>
|
||||
</Otherwise>
|
||||
</Choose>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
|
||||
|
@ -52,6 +52,10 @@
|
|||
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Newtonsoft.Json.8.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="Stardew Valley">
|
||||
<HintPath>$(SteamPath)\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
|
||||
<Private>False</Private>
|
||||
|
@ -80,6 +84,9 @@
|
|||
<Private>False</Private>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Newtonsoft.Json" version="8.0.3" targetFramework="net45" />
|
||||
</packages>
|
Loading…
Reference in New Issue