-
Notifications
You must be signed in to change notification settings - Fork 3
Expand file tree
/
Copy pathDynamicTrees.csproj
More file actions
65 lines (56 loc) · 2.36 KB
/
Copy pathDynamicTrees.csproj
File metadata and controls
65 lines (56 loc) · 2.36 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
<Project Sdk="Microsoft.NET.Sdk" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<!-- DO NOT CHANGE ANYTHING BETWEEN THESE (unless you know 100% what you are changing)-->
<!-- Further info: This defines critical project details, like the net version, C# language version, null enable and do not generate assembly info (we need a custom one) -->
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>Latest</LangVersion>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<!-- Debug is useless for a mod -->
<DebugType>none</DebugType>
</PropertyGroup>
<!-- DO NOT CHANGE ANYTHING BETWEEN THESE -->
<PropertyGroup>
<!-- This should point to wherever your games primary EXE is -->
<TheLongDarkPath>C:\Program Files (x86)\Steam\steamapps\common\TheLongDark</TheLongDarkPath>
</PropertyGroup>
<ItemGroup>
<None Remove="Textures\dynamictrees" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Textures\dynamictrees" />
</ItemGroup>
<!-- List of used references -->
<ItemGroup>
<!-- This is the base reference. MUST EXIST -->
<PackageReference Include="Waltz.Modding.TLD.Il2CppAssemblies.Windows" Version="2.52.0" />
</ItemGroup>
<ItemGroup>
<Reference Include="ComplexLogger">
<HintPath>$(TheLongDarkPath)\Mods\ComplexLogger.dll</HintPath>
</Reference>
<Reference Include="ModComponent">
<HintPath>$(TheLongDarkPath)\Mods\ModComponent.dll</HintPath>
</Reference>
<Reference Include="ModSettings">
<HintPath>$(TheLongDarkPath)\Mods\ModSettings.dll</HintPath>
</Reference>
</ItemGroup>
<!-- Most commonly used using's. Add to this so you dont need to define them in the cs files -->
<ItemGroup>
<Using Include="System.Reflection" />
<Using Include="System.Diagnostics.CodeAnalysis" />
<Using Include="Il2Cpp" />
<Using Include="HarmonyLib" />
<Using Include="MelonLoader" />
<Using Include="UnityEngine" />
<Using Include="ModSettings" />
<Using Include="ModComponent" />
</ItemGroup>
<!-- This is a build event. It will copy your dll to the currently defined TheLongDarkPath's Mods folder -->
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<!-- This copies the mods files to the games mod dir -->
<Copy SourceFiles="$(TargetPath)" DestinationFolder="$(TheLongDarkPath)/Mods" />
</Target>
</Project>