Forgot to separate lethal config from dungeon .dll

This commit is contained in:
LadyAliceMargatroid 2025-01-17 22:59:25 -08:00
parent 9c23e125ce
commit 53240d3569
7 changed files with 124 additions and 41 deletions

View File

@ -62,6 +62,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Patch.cs" />
<Compile Include="Plugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>

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@ -0,0 +1,37 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace DungeonBasement
{
public class Patch {
public static void Activate(){
// the entire purpose this plugin is so I have a unique assembly for Lethal Config
var assemblyPath = Assembly.GetExecutingAssembly().Location;
var path = Path.Combine(Path.GetDirectoryName(assemblyPath), "basement.png");
var texture2D = LoadTexture(path);
var icon = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
LethalConfig.LethalConfigManager.SetModIcon(icon);
LethalConfig.LethalConfigManager.SetModDescription("This is the config for the Scarlet Devil Mansion's Basement dungeon variant.");
}
static Texture2D LoadTexture(string FilePath) {
Texture2D Tex2D;
byte[] FileData;
if (File.Exists(FilePath)){
FileData = File.ReadAllBytes(FilePath);
Tex2D = new Texture2D(2, 2);
Tex2D.LoadImage(FileData);
return Tex2D;
}
return null;
}
}
}

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@ -10,16 +10,23 @@ using UnityEngine;
using System.Reflection;
using BepInEx.Logging;
using HarmonyLib.Tools;
using BepInEx.Bootstrap;
using HarmonyLib;
namespace DungeonBasement {
[BepInDependency("ainavt.lc.lethalconfig", "1.4.2")]
[BepInPlugin(modGUID, modName, modVersion)]
[BepInDependency(targetModGUID, BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin {
public const string modGUID = "dev.ladyalice.scarletmansion.basement";
private const string modName = "Scarlet Basement";
private const string modVersion = "1.0.0";
public const string targetModGUID = "ainavt.lc.lethalconfig";
public const string targetModVersion = "1.4.2";
public readonly Harmony harmony = new Harmony(modGUID);
public static ManualLogSource logger { get; internal set; }
void Awake(){
@ -27,27 +34,23 @@ namespace DungeonBasement {
logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
logger.LogInfo($"Plugin {modName} has been added!");
// the entire purpose this plugin is so I have a unique assembly for Lethal Config
var assemblyPath = Assembly.GetExecutingAssembly().Location;
var path = Path.Combine(Path.GetDirectoryName(assemblyPath), "basement.png");
var texture2D = LoadTexture(path);
var icon = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
LethalConfig.LethalConfigManager.SetModIcon(icon);
LethalConfig.LethalConfigManager.SetModDescription("This is the config for the Scarlet Devil Mansion's Basement dungeon variant.");
}
var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
if (!modLoaded) return;
Texture2D LoadTexture(string FilePath) {
Texture2D Tex2D;
byte[] FileData;
bool validVersion;
var pluginInfo = Chainloader.PluginInfos[targetModGUID];
var loadedVersion = pluginInfo.Metadata.Version;
if (string.IsNullOrWhiteSpace(targetModVersion)){
validVersion = true;
} else {
var requiredVersion = new Version(targetModVersion);
validVersion = loadedVersion >= requiredVersion;
}
if (File.Exists(FilePath)){
FileData = File.ReadAllBytes(FilePath);
Tex2D = new Texture2D(2, 2);
Tex2D.LoadImage(FileData);
return Tex2D;
}
return null;
if (validVersion){
logger.LogInfo($"Lethal config compability patch added!");
Patch.Activate();
}
}
}

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@ -63,6 +63,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Patch.cs" />
<Compile Include="Plugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>

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@ -0,0 +1,37 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace DungeonFoyer
{
public class Patch {
public static void Activate(){
// the entire purpose this plugin is so I have a unique assembly for Lethal Config
var assemblyPath = Assembly.GetExecutingAssembly().Location;
var path = Path.Combine(Path.GetDirectoryName(assemblyPath), "foyer.png");
var texture2D = LoadTexture(path);
var icon = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
LethalConfig.LethalConfigManager.SetModIcon(icon);
LethalConfig.LethalConfigManager.SetModDescription("This is the config for the Scarlet Devil Mansion's Foyer dungeon variant.");
}
static Texture2D LoadTexture(string FilePath) {
Texture2D Tex2D;
byte[] FileData;
if (File.Exists(FilePath)){
FileData = File.ReadAllBytes(FilePath);
Tex2D = new Texture2D(2, 2);
Tex2D.LoadImage(FileData);
return Tex2D;
}
return null;
}
}
}

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@ -10,17 +10,23 @@ using UnityEngine;
using System.Reflection;
using BepInEx.Logging;
using HarmonyLib.Tools;
using HarmonyLib;
using BepInEx.Bootstrap;
namespace DungeonFoyer {
[BepInDependency("ainavt.lc.lethalconfig", "1.4.2")]
[BepInPlugin(modGUID, modName, modVersion)]
[BepInDependency(targetModGUID, BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin {
public const string modGUID = "dev.ladyalice.scarletmansion.foyer";
private const string modName = "Scarlet Foyer";
private const string modVersion = "1.0.0";
public const string targetModGUID = "ainavt.lc.lethalconfig";
public const string targetModVersion = "1.4.2";
public readonly Harmony harmony = new Harmony(modGUID);
public static ManualLogSource logger { get; internal set; }
void Awake(){
@ -28,28 +34,26 @@ namespace DungeonFoyer {
logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
logger.LogInfo($"Plugin {modName} has been added!");
// the entire purpose this plugin is so I have a unique assembly for Lethal Config
var assemblyPath = Assembly.GetExecutingAssembly().Location;
var path = Path.Combine(Path.GetDirectoryName(assemblyPath), "foyer.png");
var texture2D = LoadTexture(path);
var icon = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
LethalConfig.LethalConfigManager.SetModIcon(icon);
LethalConfig.LethalConfigManager.SetModDescription("This is the config for the Scarlet Devil Mansion's Foyer dungeon variant.");
var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
if (!modLoaded) return;
bool validVersion;
var pluginInfo = Chainloader.PluginInfos[targetModGUID];
var loadedVersion = pluginInfo.Metadata.Version;
if (string.IsNullOrWhiteSpace(targetModVersion)){
validVersion = true;
} else {
var requiredVersion = new Version(targetModVersion);
validVersion = loadedVersion >= requiredVersion;
}
if (validVersion){
logger.LogInfo($"Lethal config compability patch added!");
Patch.Activate();
}
}
Texture2D LoadTexture(string FilePath) {
Texture2D Tex2D;
byte[] FileData;
if (File.Exists(FilePath)){
FileData = File.ReadAllBytes(FilePath);
Tex2D = new Texture2D(2, 2);
Tex2D.LoadImage(FileData);
return Tex2D;
}
return null;
}
}
}

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@ -40,7 +40,7 @@ namespace ScarletMansionMimicsPatch {
logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
if (!modLoaded) return;
bool validVersion;