Added Editor scripts
.dll files auto compile into DunGenPlus folder
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parent
99d9d7ae1e
commit
894645d85c
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@ -5,6 +5,8 @@ VisualStudioVersion = 17.10.35013.160
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DunGenPlus", "DunGenPlus\DunGenPlus.csproj", "{13CDE60E-1975-463B-9DA1-CCB3F3EBABD8}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DunGenPlusEditor", "DunGenPlusEditor\DunGenPlusEditor.csproj", "{D3F32D4B-49DA-46D2-A408-000D4B2513EC}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -15,6 +17,10 @@ Global
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{13CDE60E-1975-463B-9DA1-CCB3F3EBABD8}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{13CDE60E-1975-463B-9DA1-CCB3F3EBABD8}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{13CDE60E-1975-463B-9DA1-CCB3F3EBABD8}.Release|Any CPU.Build.0 = Release|Any CPU
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{D3F32D4B-49DA-46D2-A408-000D4B2513EC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{D3F32D4B-49DA-46D2-A408-000D4B2513EC}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{D3F32D4B-49DA-46D2-A408-000D4B2513EC}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{D3F32D4B-49DA-46D2-A408-000D4B2513EC}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -201,7 +201,9 @@
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy "$(TargetPath)" "C:\Users\Jose Garcia\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\SDM Debug\BepInEx\plugins\Alice-DungeonGenerationPlus\$(TargetName).dll"</PostBuildEvent>
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<PostBuildEvent>copy "$(TargetPath)" "C:\Users\Jose Garcia\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\SDM Debug\BepInEx\plugins\Alice-DungeonGenerationPlus\$(TargetName).dll"
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copy "$(TargetPath)" "D:\Previous Computer\Desktop\LethalCompany Modding\Libraries\$(TargetName).dll"
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copy "$(TargetPath)" "D:\Previous Computer\Desktop\LethalCompany Modding\DunGenPlus\DunGenPlus\DunGenPlus\DunGenPlus\$(TargetName).dll"</PostBuildEvent>
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</PropertyGroup>
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<PropertyGroup>
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<PreBuildEvent>copy "D:\Previous Computer\Desktop\LethalCompany Modding\Unity Template\Assets\AssetBundles\dungen" "$(ProjectDir)\dungen"</PreBuildEvent>
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@ -0,0 +1,82 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{D3F32D4B-49DA-46D2-A408-000D4B2513EC}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>DunGenPlusEditor</RootNamespace>
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<AssemblyName>DunGenPlusEditor</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>..\..\..\Libraries\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-publicized">
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<HintPath>..\..\..\Libraries\Assembly-CSharp-publicized.dll</HintPath>
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</Reference>
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<Reference Include="DunGenPlus">
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<HintPath>..\..\..\Libraries\DunGenPlus.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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<Reference Include="UnityEditor">
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<HintPath>..\..\..\Libraries\UnityEditor.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.UIBuilderModule">
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<HintPath>..\..\..\Libraries\UnityEditor.UIBuilderModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.UIElementsModule">
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<HintPath>..\..\..\Libraries\UnityEditor.UIElementsModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>..\..\..\Libraries\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\..\..\Libraries\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\..\Libraries\UnityEngine.TextRenderingModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.UIElementsModule">
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<HintPath>..\..\..\Libraries\UnityEngine.UIElementsModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="PropertyOverridePropertyDrawer.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy "$(TargetPath)" "D:\Previous Computer\Desktop\LethalCompany Modding\DunGenPlus\DunGenPlus\DunGenPlus\DunGenPlus\$(TargetName).dll"</PostBuildEvent>
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</PropertyGroup>
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</Project>
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@ -0,0 +1,36 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// アセンブリに関する一般情報は以下を通して制御されます
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// 制御されます。アセンブリに関連付けられている情報を変更するには、
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// これらの属性値を変更してください。
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[assembly: AssemblyTitle("DunGenPlusEditor")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("DunGenPlusEditor")]
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[assembly: AssemblyCopyright("Copyright © 2024")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// ComVisible を false に設定すると、このアセンブリ内の型は COM コンポーネントから
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// 参照できなくなります。COM からこのアセンブリ内の型にアクセスする必要がある場合は、
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// その型の ComVisible 属性を true に設定してください。
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[assembly: ComVisible(false)]
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// このプロジェクトが COM に公開される場合、次の GUID が typelib の ID になります
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[assembly: Guid("d3f32d4b-49da-46d2-a408-000d4b2513ec")]
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// アセンブリのバージョン情報は、以下の 4 つの値で構成されています:
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//
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// メジャー バージョン
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// マイナー バージョン
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// ビルド番号
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// リビジョン
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//
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// すべての値を指定するか、次を使用してビルド番号とリビジョン番号を既定に設定できます
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// 既定値にすることができます:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -0,0 +1,59 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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using DunGenPlus;
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namespace DunGenPlusEditor {
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[CustomPropertyDrawer(typeof(PropertyOverride<>), true)]
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public class PropertyOverridePropertyDrawer : PropertyDrawer {
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public override VisualElement CreatePropertyGUI(SerializedProperty property) {
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var container = new VisualElement();
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var box = new Box();
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box.style.paddingBottom = 4f;
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box.style.paddingLeft = 4f;
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box.style.paddingRight = 4f;
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box.style.paddingTop = 4f;
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box.style.marginBottom = 8f;
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var label = new Label(property.displayName);
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var weight = label.style.unityFontStyleAndWeight;
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weight.value = UnityEngine.FontStyle.Bold;
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label.style.unityFontStyleAndWeight = weight;
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box.Add(label);
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var overrideProperty = property.FindPropertyRelative("Override");
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var valueProperty = property.FindPropertyRelative("Value");
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var overrideItem = new PropertyField(overrideProperty);
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overrideItem.style.marginLeft = 8f;
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var valueItem = new PropertyField(valueProperty);
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valueItem.style.marginLeft = 8f;
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var valueDefaultItem = new Label("Using DungeonFlow's corresponding values");
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valueDefaultItem.style.marginLeft = 11f;
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void SetDisplayState(bool state){
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valueItem.style.display = state ? DisplayStyle.Flex : DisplayStyle.None;
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valueDefaultItem.style.display = !state ? DisplayStyle.Flex : DisplayStyle.None;
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}
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SetDisplayState(overrideProperty.boolValue);
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overrideItem.RegisterValueChangeCallback(evt => SetDisplayState(evt.changedProperty.boolValue));
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box.Add(overrideItem);
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box.Add(valueItem);
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box.Add(valueDefaultItem);
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container.Add(box);
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return container;
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}
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}
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}
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