Merge pull request #1 from CreativeMD/master

Setting up project
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CreativeMD 2018-04-26 15:49:32 +02:00 committed by GitHub
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
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## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("ServerModWorldEdit")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ServerModWorldEdit")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("203dfbf1-3599-43fd-8487-e1c79c2b788f")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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# vsmodtemplate

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using System;
using Vintagestory.API.Client;
using Vintagestory.API.Common;
using Vintagestory.API.Server;
namespace VSExampleMods
{
/// <summary>
/// Redirects all log entries into the visual studio output window. Only for your convenience during development and testing.
/// </summary>
public class RedirectLogs : ModBase
{
public override ModInfo GetModInfo()
{
return new ModInfo()
{
Name = "RedirectLogs",
Version = "1.0",
GameVersions = new string[] { "1.5+" },
Description = "Redirecting logs to VS",
Author = "Tyron",
Website = "https://github.com/anegostudios/vsmodtemplate"
};
}
public override bool ShouldLoad(EnumAppSide side)
{
return true;
}
public override void StartServerSide(ICoreServerAPI api)
{
api.Server.Logger.AddListener(OnServerLogEntry);
}
public override void StartClientSide(ICoreClientAPI api)
{
api.World.Logger.AddListener(OnClientLogEntry);
}
private void OnClientLogEntry(EnumLogType logType, string message, object[] args)
{
if (logType == EnumLogType.VerboseDebug) return;
System.Diagnostics.Debug.WriteLine("[Client " + logType + "] " + message, args);
}
private void OnServerLogEntry(EnumLogType logType, string message, object[] args)
{
if (logType == EnumLogType.VerboseDebug) return;
System.Diagnostics.Debug.WriteLine("[Server " + logType + "] " + message, args);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{203DFBF1-3599-43FD-8487-E1C79C2B788F}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>VSExampleMods</RootNamespace>
<AssemblyName>VSExampleMods</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>AnyCPU</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
<HintPath>packages\Newtonsoft.Json.8.0.1\lib\net45\Newtonsoft.Json.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="protobuf-net">
<HintPath>$(AppData)\Vintagestory\Lib\protobuf-net.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="VintagestoryAPI, Version=1.0.10.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>$(AppData)\Vintagestory\VintagestoryAPI.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VSSurvivalMod">
<HintPath>$(AppData)\Vintagestory\Mods\VSSurvivalMod.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="RedirectLogs.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy "$(TargetPath)" "%25appdata%25\Vintagestory\Mods\"
copy "$(TargetDir)\$(TargetName).pdb" "%25appdata%25\Vintagestory\Mods\"
</PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VSExampleMods", "VSExampleMods.csproj", "{203DFBF1-3599-43FD-8487-E1C79C2B788F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MyGoldBlockMod", "mods\ClassLibrary1\MyGoldBlockMod.csproj", "{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}"
ProjectSection(ProjectDependencies) = postProject
{203DFBF1-3599-43FD-8487-E1C79C2B788F} = {203DFBF1-3599-43FD-8487-E1C79C2B788F}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release x64|Any CPU = Release x64|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{203DFBF1-3599-43FD-8487-E1C79C2B788F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{203DFBF1-3599-43FD-8487-E1C79C2B788F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{203DFBF1-3599-43FD-8487-E1C79C2B788F}.Release x64|Any CPU.ActiveCfg = Release|Any CPU
{203DFBF1-3599-43FD-8487-E1C79C2B788F}.Release x64|Any CPU.Build.0 = Release|Any CPU
{203DFBF1-3599-43FD-8487-E1C79C2B788F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{203DFBF1-3599-43FD-8487-E1C79C2B788F}.Release|Any CPU.Build.0 = Release|Any CPU
{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}.Release x64|Any CPU.ActiveCfg = Release|Any CPU
{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}.Release x64|Any CPU.Build.0 = Release|Any CPU
{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1E84F46A-B6F4-4590-A93E-FF50FCEDCB8B}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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using System;
using Vintagestory.API.Common;
namespace ClassLibrary1
{
public class MyTestMod : ModBase
{
public override void Start(ICoreAPI api)
{
base.Start(api);
Console.Write("It works and can be debugged!");
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{19149F15-726C-4B58-8F69-0A7A03940521}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>MyGoldBlockName</RootNamespace>
<AssemblyName>MyGoldBlockName</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="VintagestoryAPI">
<HintPath>..\..\..\game\bin\Debug\VintagestoryAPI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Class1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="assets\mygoldblock\blocktypes\mygoldblock.json" />
<None Include="assets\mygoldblock\lang\en.json" />
<None Include="modinfo.json" />
</ItemGroup>
<ItemGroup>
<Content Include="assets\mygoldblock\textures\block\mygoldtexture.png" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("MyGoldBlockName")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("MyGoldBlockName")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("19149f15-726c-4b58-8f69-0a7a03940521")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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{
code: "mygoldblock",
creativeinventory: { "general": ["*"] },
blockmaterial: "Stone",
drawtype: "Cube",
textures: {
all: { base: "block/mygoldtexture" }
},
resistance: 3.5,
sounds: {
"place": "game:block/anvil",
"walk": "game:walk/stone"
}
}

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{
"block-mygoldblock": "Block of Gold"
}

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{
"type": "code",
"name": "MyGoldBlockMod",
"description" : "Adds cool looking gold blocks",
"author": "CreativeMD",
"version": "1.0",
"gameversions": [ "1.5.0.3+" ],
"website": "http://example.com"
}

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Newtonsoft.Json" version="8.0.1" targetFramework="net452" />
</packages>