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Copy pathHKSC.csproj
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128 lines (113 loc) · 5.75 KB
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Copy pathHKSC.csproj
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128 lines (113 loc) · 5.75 KB
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<!-- Edit this!-->
<ModName>HKSC</ModName>
<TargetFramework>netstandard2.1</TargetFramework>
<Description>Hollow Knight: Silksong Cheat Mod</Description>
<Version>1.0.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>13.0</LangVersion>
<RestoreAdditionalProjectSources>
https://api.nuget.org/v3/index.json;
https://nuget.bepinex.dev/v3/index.json;
https://nuget.samboy.dev/v3/index.json
</RestoreAdditionalProjectSources>
<OutputType>Library</OutputType>
<!-- Base paths -->
<!-- You should modify the Directory.Build.props.template -> Directory.Build.props and put a custom path there if needed. -->
<GamePath Condition="'$(GamePath)' == '' AND $([MSBuild]::IsOSPlatform('Windows'))">C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight Silksong</GamePath>
<GamePath Condition="'$(GamePath)' == '' AND $([MSBuild]::IsOSPlatform('Linux'))">/home/$(USERNAME)/.steam/steam/steamapps/common/Hollow Knight Silksong</GamePath>
<GamePath Condition="'$(GamePath)' == '' AND $([MSBuild]::IsOSPlatform('OSX'))">/home/$(USERNAME)/Library/Application Support/Steam/steamapps/common/Hollow Knight Silksong</GamePath>
<!-- derived paths -->
<!-- windows -->
<ManagedPath Condition="$([MSBuild]::IsOSPlatform('Windows'))">$(GamePath)/Hollow Knight Silksong_Data/Managed</ManagedPath>
<!-- linux -->
<ManagedPath Condition="$([MSBuild]::IsOSPlatform('Linux'))">$(GamePath)/Hollow Knight Silksong_Data/Managed</ManagedPath>
<!-- macOS -->
<ManagedPath Condition="$([MSBuild]::IsOSPlatform('OSX'))">$(GamePath)/Hollow Knight Silksong.app/Contents/Resources/Data/Managed</ManagedPath>
<BepInExPath>$(GamePath)/BepInEx</BepInExPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>$(ManagedPath)/Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="TeamCherry.TK2D">
<HintPath>$(ManagedPath)/TeamCherry.TK2D.dll</HintPath>
</Reference>
<Reference Include="TeamCherry.NestedFadeGroup">
<HintPath>$(ManagedPath)/TeamCherry.NestedFadeGroup.dll</HintPath>
</Reference>
<Reference Include="BepInEx.Core">
<HintPath>$(BepInExPath)/core/BepInEx.dll</HintPath>
</Reference>
<Reference Include="Harmony">
<HintPath>$(BepInExPath)/core/0Harmony.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json">
<HintPath>$(ManagedPath)/Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="PlayMaker">
<HintPath>$(ManagedPath)/PlayMaker.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>$(ManagedPath)/UnityEngine.Ui.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.IMGUI">
<HintPath>$(ManagedPath)/UnityEngine.IMGUIModule.dll</HintPath>
</Reference>
<Reference Include="Unity.ResourceManager">
<HintPath>$(ManagedPath)/Unity.ResourceManager.dll</HintPath>
</Reference>
<Reference Include="System.Windows.Forms">
<HintPath>$(ManagedPath)/System.Windows.Forms.dll</HintPath>
</Reference>
<PackageReference Include="UnityEngine.Modules" Version="2020.2.2" IncludeAssets="compile" />
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<Compile Update="ModResources.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>ModResources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="ModResources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>ModResources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<None Remove="Assets\language.json" />
<Content Include="Assets\language.json">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<PropertyGroup>
<ModFolder>$(GamePath)/BepInEx/plugins/$(ModName)</ModFolder>
</PropertyGroup>
<!-- Create the mod directory if it doesn't exist -->
<MakeDir Directories="$(ModFolder)" />
<!-- Copy the compiled DLL to the mod folder -->
<Copy SourceFiles="$(TargetPath)" DestinationFolder="$(ModFolder)" SkipUnchangedFiles="true" />
<!-- <Copy SourceFiles="Assets\language.json" DestinationFolder="$(ModFolder)" SkipUnchangedFiles="true" />-->
<!-- Optional: You can add a message to confirm the copy -->
<Message Text="Copied $(TargetFileName) to $(ModFolder)" Importance="high" />
</Target>
<!-- Copying the important .dll file to build/, useful if you want to copy it yourself but don't want to dig through bin/...-->
<!-- <Target Name="PostBuild" AfterTargets="PostBuildEvent">
<PropertyGroup>
<BuildOutputFolder>./build/</BuildOutputFolder>
</PropertyGroup>
<MakeDir Directories="$(BuildOutputFolder)" />
<Copy
SourceFiles="$(TargetPath)"
DestinationFolder="$(ModFolder)"
SkipUnchangedFiles="true"
/>
<Message Text="Copied $(TargetFileName) to $(BuildOutputFolder)" Importance="high" />
</Target> -->
</Project>