Initial commit

This commit is contained in:
Terry Hearst 2023-10-05 23:03:32 -04:00
commit f7afa772b9
6 changed files with 556 additions and 0 deletions

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.editorconfig Normal file
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# https://editorconfig.org/
root = true
[*.cs]
insert_final_newline = true
indent_style = tab
tab_width = 4

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.gitignore vendored Normal file
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using System;
using System.IO;
using System.Linq;
using System.Reflection;
/*
* Marble It Up! Ultra Mod Loader using UnityDoorstop
* For more details about UnityDoorstop: https://github.com/NeighTools/UnityDoorstop
*
* The original mod loader for Marble It Up! Classic was written by Elomith. This mod loader uses that as a starting
* point, and is largely the same thing with maybe a bit more error checking.
*/
namespace Doorstop
{
class Entrypoint
{
public static void Start()
{
Log("MIUU Mod loader started");
string assemblyDirectory = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
string modsDirectory = Directory.GetParent(assemblyDirectory).FullName;
foreach (string dir in Directory.GetDirectories(modsDirectory))
{
// Don't load ourselves again
if (dir == assemblyDirectory)
continue;
Log("Loading mod directory: " + dir);
foreach (string filename in Directory.GetFiles(dir))
{
if (filename.EndsWith(".dll"))
{
Log("Loading: " + filename);
try
{
Assembly assembly = Assembly.LoadFrom(filename);
Type entrypointType = assembly.GetTypes().FirstOrDefault((Type t) => t.Name == "PatchEntryPoint");
if (entrypointType == null)
{
Log("Entrypoint type not found");
continue;
}
MethodInfo entrypoint = entrypointType.GetMethod("Start", BindingFlags.Static | BindingFlags.Public);
if (entrypoint == null)
{
Log("Start method not found");
continue;
}
Log("Invoking entrypoint");
entrypoint.Invoke(null, new object[0]);
Log("Assembly successfully loaded");
}
catch (Exception e)
{
Log("Exception while loading " + filename + "!! " + e);
}
}
}
Log("Done loading mod");
}
}
private static void Log(string message)
{
// I want this to show up in the Unity output log but I think it literally loads too early lol
//Debug.Log("[MIUU MOD LOADER] " + message);
// Maybe at least this will be useful?
Console.WriteLine("[MIUU MOD LOADER] " + message);
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
</PropertyGroup>
<Import Project="$(ProjectDir)UserProperties.xml" />
<Target Name="VerifyModReferences" BeforeTargets="Build">
<Error Text="You forgot to edit UserProperties.xml." Condition="$(UserPropertiesNotSetUp) == True" />
</Target>
<Target Name="InstallMod" AfterTargets="Build">
<PropertyGroup>
<ModCompileOutputDir Condition="'$(ModOutputDir)' == ''">$(ProjectDir)out\</ModCompileOutputDir>
<ModCompileOutputDir Condition="'$(ModOutputDir)' != ''">$(ModOutputDir)\</ModCompileOutputDir>
</PropertyGroup>
<MakeDir Directories="$(ModCompileOutputDir)" />
<Copy SourceFiles="$(TargetDir)$(TargetName).dll" DestinationFolder="$(ModCompileOutputDir)\" />
</Target>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>$(GameDir)\Mods\ModLoader\0Harmony.dll</HintPath>
</Reference>
<Reference Include="UnityEngine">
<HintPath>$(GameDir)\Marble It Up_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(GameDir)\Marble It Up_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
</Project>

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ModLoader.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.7.34031.279
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ModLoader", "ModLoader.csproj", "{099EF27B-2917-4800-A899-54883E6D7611}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{099EF27B-2917-4800-A899-54883E6D7611}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{099EF27B-2917-4800-A899-54883E6D7611}.Debug|Any CPU.Build.0 = Debug|Any CPU
{099EF27B-2917-4800-A899-54883E6D7611}.Release|Any CPU.ActiveCfg = Release|Any CPU
{099EF27B-2917-4800-A899-54883E6D7611}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {A8E0F518-49BF-4FA5-8B02-5074EBCCD6D2}
EndGlobalSection
EndGlobal

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<Project>
<PropertyGroup>
<!-- Remove this property -->
<UserPropertiesNotSetUp>True</UserPropertiesNotSetUp>
<!-- Insert path to MIUU game directory here -->
<GameDir></GameDir>
<!-- Change path if you want to change to where the mod loader should build -->
<ModOutputDir>$(GameDir)\Mods\ModLoader</ModOutputDir>
</PropertyGroup>
</Project>