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Author | SHA1 | Date |
---|---|---|
t0stiman | 757b9f21f7 | |
t0stiman | ab8a42d98b | |
t0stiman | a65bc2bf63 | |
t0stiman | d3927e8d0e | |
t0stiman | 5f709ea385 | |
t0stiman | 4e4ead80f3 | |
ÆUGH | 49226d9fdf | |
ÆUGH | 024877313c | |
EvilPunkin | 0a387eb402 | |
EvilPunkin | 8b0833ad24 | |
ÆUGH | 5c910fd9e0 | |
ÆUGH | 1d92468e02 |
|
@ -398,3 +398,9 @@ FodyWeavers.xsd
|
|||
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||||
# .nfs files are created when an open file is removed but is still being accessed
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||||
.nfs*
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||||
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||||
# ======================================================
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||||
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||||
*.unitypackage
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||||
assetbundles/*.manifest
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assetbundles/assetbundles
|
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@ -1,8 +0,0 @@
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|||
<Project>
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||||
<PropertyGroup>
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||||
<ReferencePath>
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||||
G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\
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||||
</ReferencePath>
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||||
<AssemblySearchPaths>$(AssemblySearchPaths);$(ReferencePath);</AssemblySearchPaths>
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||||
</PropertyGroup>
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||||
</Project>
|
2
LICENSE
2
LICENSE
|
@ -1,6 +1,6 @@
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|||
MIT License
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||||
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||||
Copyright (c) 2023 Derail Valley Modding
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Copyright (c) 2023 ÆUGH
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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|
|
132
README.md
132
README.md
|
@ -1,129 +1,11 @@
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|||
[![Contributors][contributors-shield]][contributors-url]
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[![Forks][forks-shield]][forks-url]
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||||
[![Stargazers][stars-shield]][stars-url]
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||||
[![Issues][issues-shield]][issues-url]
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[![MIT License][license-shield]][license-url]
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# S282 Tweaks
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Smoke deflectors and a streamlined boiler for the S282.
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todo screenshot
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## Credits
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<!-- PROJECT TITLE -->
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<div align="center">
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<h1>Unity Mod Manager Mod Template</h1>
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<p>
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A template for creating <a href="http://www.derailvalley.com/">Derail Valley</a> mods that load via <a href="https://www.nexusmods.com/site/mods/21">Unity Mod Manager</a>.
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<br />
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<br />
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||||
<a href="https://github.com/derail-valley-modding/template-umm/issues">Report Bug</a>
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·
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||||
<a href="https://github.com/derail-valley-modding/template-umm/issues">Request Feature</a>
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</p>
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</div>
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||||
|
||||
|
||||
|
||||
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<!-- TABLE OF CONTENTS -->
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<details>
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<summary>Table of Contents</summary>
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<ol>
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<li><a href="#about-the-project">About The Project</a></li>
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<li><a href="#building">Building</a></li>
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<li><a href="#packaging">Packaging</a></li>
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<li><a href="#license">License</a></li>
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</ol>
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</details>
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||||
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<!-- ABOUT THE PROJECT -->
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## About The Project
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This is a template for Derail Valley mods that load via the Unity Mod Manager mod loader.
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TODO: Instructions for how mod creators use this template.
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||||
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||||
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||||
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<!-- BUILDING -->
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||||
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## Building
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|
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Building the project requires some initial setup, after which running `dotnet build` will do a Debug build or running `dotnet build -c Release` will do a Release build.
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### References Setup
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After cloning the repository, some setup is required in order to successfully build the mod DLLs. You will need to create a new [Directory.Build.targets][references-url] file to specify your local reference paths. This file will be located in the main directory, next to MOD_NAME.sln.
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Below is an example of the necessary structure. When creating your targets file, you will need to replace the reference paths with the corresponding folders on your system. Make sure to include semicolons **between** each of the paths and no semicolon after the last path. Also note that any shortcuts you might use in file explorer—such as %ProgramFiles%—won't be expanded in these paths. You have to use full, absolute paths.
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```xml
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<Project>
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<PropertyGroup>
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<ReferencePath>
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C:\Program Files (x86)\Steam\steamapps\common\Derail Valley\DerailValley_Data\Managed\
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</ReferencePath>
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<AssemblySearchPaths>$(AssemblySearchPaths);$(ReferencePath);</AssemblySearchPaths>
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</PropertyGroup>
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</Project>
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```
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||||
|
||||
### Line Endings Setup
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||||
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||||
It's recommended to use Git's [autocrlf mode][autocrlf-url] on Windows. Activate this by running `git config --global core.autocrlf true`.
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||||
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||||
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||||
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||||
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<!-- PACKAGING -->
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## Packaging
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||||
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To package a build for distribution, you can run the `package.ps1` PowerShell script in the root of the project. If no parameters are supplied, it will create a .zip file ready for distribution in the dist directory. A post build event is configured to run this automatically after each successful Release build.
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||||
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||||
Linux: `pwsh ./package.ps1`
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||||
Windows: `powershell -executionpolicy bypass .\package.ps1`
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||||
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||||
|
||||
### Parameters
|
||||
|
||||
Some parameters are available for the packaging script.
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||||
|
||||
#### -NoArchive
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||||
|
||||
Leave the package contents uncompressed in the output directory.
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|
||||
#### -OutputDirectory
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Specify a different output directory.
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For instance, this can be used in conjunction with `-NoArchive` to copy the mod files into your Derail Valley installation directory.
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||||
|
||||
|
||||
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||||
|
||||
<!-- LICENSE -->
|
||||
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||||
## License
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||||
|
||||
Source code is distributed under the MIT license.
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||||
See [LICENSE][license-url] for more information.
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- MARKDOWN LINKS & IMAGES -->
|
||||
<!-- https://www.markdownguide.org/basic-syntax/#reference-style-links -->
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||||
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||||
[contributors-shield]: https://img.shields.io/github/contributors/derail-valley-modding/template-umm.svg?style=for-the-badge
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||||
[contributors-url]: https://github.com/derail-valley-modding/template-umm/graphs/contributors
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||||
[forks-shield]: https://img.shields.io/github/forks/derail-valley-modding/template-umm.svg?style=for-the-badge
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||||
[forks-url]: https://github.com/derail-valley-modding/template-umm/network/members
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||||
[stars-shield]: https://img.shields.io/github/stars/derail-valley-modding/template-umm.svg?style=for-the-badge
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||||
[stars-url]: https://github.com/derail-valley-modding/template-umm/stargazers
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||||
[issues-shield]: https://img.shields.io/github/issues/derail-valley-modding/template-umm.svg?style=for-the-badge
|
||||
[issues-url]: https://github.com/derail-valley-modding/template-umm/issues
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||||
[license-shield]: https://img.shields.io/github/license/derail-valley-modding/template-umm.svg?style=for-the-badge
|
||||
[license-url]: https://github.com/derail-valley-modding/template-umm/blob/master/LICENSE
|
||||
[references-url]: https://learn.microsoft.com/en-us/visualstudio/msbuild/customize-your-build?view=vs-2022
|
||||
[autocrlf-url]: https://www.git-scm.com/book/en/v2/Customizing-Git-Git-Configuration#_formatting_and_whitespace
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||||
AEUGH: Streamlined boiler, Witte & Wagner smoke deflectors, code
|
||||
Tostiman: code
|
||||
Cypress: Chinese smoke deflectors
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||||
|
|
Binary file not shown.
|
@ -0,0 +1,107 @@
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|||
using DV.ThingTypes;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
|
||||
using static dumb282tweaks.Main;
|
||||
|
||||
namespace dumb282tweaks;
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||||
|
||||
[HarmonyPatch(typeof(TrainCar), "Start")]
|
||||
class CarPatch {
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||||
static void Postfix(ref TrainCar __instance)
|
||||
{
|
||||
if (__instance == null || __instance.carType != TrainCarType.LocoSteamHeavy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string bodyPath = "LocoS282A_Body/Static_LOD0/s282_locomotive_body";
|
||||
Transform s282Body = __instance.transform.Find(bodyPath);
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||||
if (s282Body == null)
|
||||
{
|
||||
Error($"Couldn't find S282 body on '{__instance.transform.gameObject.name}' -> {bodyPath}");
|
||||
return;
|
||||
}
|
||||
|
||||
Material s282Mat = s282Body.GetComponent<MeshRenderer>().material;
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||||
|
||||
// Smoke Deflector
|
||||
Log($"Applying {MySettings.smokeDeflectorType.ToString()}");
|
||||
|
||||
switch(MySettings.smokeDeflectorType) {
|
||||
case Settings.SmokeDeflectorType.Witte:
|
||||
{
|
||||
GameObject witteSmokeDeflector = Object.Instantiate(witteSmokeDeflectorsPrefab, __instance.transform);
|
||||
witteSmokeDeflector.transform.localPosition = new Vector3(0.0f, 2.1f, 5f);
|
||||
witteSmokeDeflector.transform.localRotation = Quaternion.identity;
|
||||
|
||||
foreach (var aMeshRenderer in witteSmokeDeflector.GetComponentsInChildren<MeshRenderer>())
|
||||
{
|
||||
aMeshRenderer.material = s282Mat;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case Settings.SmokeDeflectorType.Wagner:
|
||||
{
|
||||
GameObject wagnerSmokeDeflector = Object.Instantiate(wagnerSmokeDeflectorsPrefab, __instance.transform);
|
||||
wagnerSmokeDeflector.transform.localPosition = new Vector3(0.0f, 2.1f, 5f);
|
||||
wagnerSmokeDeflector.transform.localRotation = Quaternion.identity;
|
||||
|
||||
foreach (var aMeshRenderer in wagnerSmokeDeflector.GetComponentsInChildren<MeshRenderer>())
|
||||
{
|
||||
aMeshRenderer.material = s282Mat;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case Settings.SmokeDeflectorType.Chinese:
|
||||
ApplyChineseSmokeDeflector(ref __instance, s282Body);
|
||||
break;
|
||||
}
|
||||
|
||||
// Boiler
|
||||
Log($"Applying {MySettings.boilerType.ToString()}");
|
||||
|
||||
switch (MySettings.boilerType)
|
||||
{
|
||||
case Settings.BoilerType.Streamlined:
|
||||
GameObject streamlinedBoiler = Object.Instantiate(streamlinedBoilerPrefab, __instance.transform);
|
||||
streamlinedBoiler.transform.localPosition = new Vector3(0.0f, 2.15f, 5.1f);
|
||||
streamlinedBoiler.transform.localRotation = Quaternion.identity;
|
||||
|
||||
foreach (var aMeshRenderer in streamlinedBoiler.GetComponentsInChildren<MeshRenderer>())
|
||||
{
|
||||
aMeshRenderer.material = s282Mat;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplyChineseSmokeDeflector(ref TrainCar locomotive, Transform body)
|
||||
{
|
||||
//hide smoke box door
|
||||
var smokeboxDoorPath = "LocoS282A_Body/Static_LOD0/s282_locomotive_smokebox_door";
|
||||
Transform smokeBoxDoor = locomotive.transform.Find(smokeboxDoorPath);
|
||||
if (smokeBoxDoor == null)
|
||||
{
|
||||
Error($"Couldn't find S282 smoke box door on '{locomotive.transform.gameObject.name}' -> {smokeboxDoorPath}");
|
||||
return;
|
||||
}
|
||||
smokeBoxDoor.gameObject.SetActive(false);
|
||||
|
||||
//show deflector and stuff
|
||||
GameObject chineseSmokeDeflector = Object.Instantiate(chineseSmokeDeflectorsPrefab, body);
|
||||
chineseSmokeDeflector.transform.localPosition = smokeBoxDoor.localPosition;
|
||||
|
||||
//todo apply S282 material?
|
||||
// foreach (var aMeshRenderer in chineseSmokeDeflector.GetComponentsInChildren<MeshRenderer>())
|
||||
// {
|
||||
// if (aMeshRenderer.material.name == "S282") //todo
|
||||
// {
|
||||
// aMeshRenderer.material = s282Mat;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
|
@ -0,0 +1,32 @@
|
|||
// using HarmonyLib;
|
||||
// using UnityEngine;
|
||||
//
|
||||
// using static dumb282tweaks.Main;
|
||||
//
|
||||
// namespace dumb282tweaks;
|
||||
//
|
||||
// [HarmonyPatch(typeof(TrainCar), "LoadInterior")]
|
||||
// class InteriorPatch {
|
||||
// static void Postfix(ref TrainCar __instance) {
|
||||
// Transform s282Interior = __instance.interior;
|
||||
// Transform externalInteractables = s282Interior.transform.Find("LocoS282A_ExternalInteractables(Clone)");
|
||||
// // The fact that in game it actually is called "things" is funny to me
|
||||
// Transform cab = s282Interior.transform.Find("LocoS282A_Interior(Clone)/Static/Cab");
|
||||
// Transform things = s282Interior.transform.Find("LocoS282A_Interior(Clone)/Static/Things");
|
||||
// Transform windowRMove = externalInteractables.transform.Find("Interactables/WindowR");
|
||||
// Transform windowLMove = externalInteractables.transform.Find("Interactables/WindowL");
|
||||
//
|
||||
// Log(externalInteractables.name);
|
||||
//
|
||||
// switch(Main.Settings.cabType) {
|
||||
// case Settings.CabType.Default:
|
||||
// break;
|
||||
// case Settings.CabType.German:
|
||||
// cab.gameObject.SetActive(false);
|
||||
// things.gameObject.SetActive(false);
|
||||
// windowRMove.gameObject.SetActive(false);
|
||||
// windowLMove.gameObject.SetActive(false);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
// }
|
|
@ -4,228 +4,72 @@ using System.Reflection;
|
|||
using HarmonyLib;
|
||||
using UnityModManagerNet;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using DV;
|
||||
using DV.Utils;
|
||||
using DV.Simulation;
|
||||
using DV.Common;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using DV.RemoteControls;
|
||||
using DV.Wheels;
|
||||
using DV.Simulation.Cars;
|
||||
using DV.ThingTypes;
|
||||
using LocoSim.Implementations;
|
||||
using static Oculus.Avatar.CAPI;
|
||||
using UnityEngine.UI;
|
||||
using System.ComponentModel;
|
||||
using static UnityModManagerNet.UnityModManager.Param;
|
||||
using static dumb282tweaks.Main;
|
||||
|
||||
namespace dumb282tweaks;
|
||||
namespace dumb282tweaks
|
||||
{
|
||||
[EnableReloading]
|
||||
public static class Main
|
||||
{
|
||||
public static UnityModManager.ModEntry MyModEntry { get; private set; }
|
||||
public static Settings MySettings { get; private set; }
|
||||
|
||||
public static class Main {
|
||||
// Variables
|
||||
public static UnityModManager.ModEntry Instance { get; private set; }
|
||||
public static dumb282tweaksSettings Settings { get; private set; }
|
||||
public static GameObject wagnerSmokeDeflectorsPrefab;
|
||||
public static GameObject witteSmokeDeflectorsPrefab;
|
||||
public static GameObject chineseSmokeDeflectorsPrefab;
|
||||
|
||||
public static bool enabled;
|
||||
public static GameObject streamlinedBoilerPrefab;
|
||||
|
||||
private static readonly string[] cabTypeTexts = new[] {
|
||||
"Default",
|
||||
"German"
|
||||
};
|
||||
public enum CabType {
|
||||
[Description("Default 282 Cab")]
|
||||
Default,
|
||||
[Description("German Cab")]
|
||||
German
|
||||
}
|
||||
private static bool Load(UnityModManager.ModEntry modEntry)
|
||||
{
|
||||
Harmony harmony = null;
|
||||
|
||||
private static readonly string[] smokeDeflectorTypeTexts = new[] {
|
||||
"None",
|
||||
"Witte",
|
||||
"Wagner"
|
||||
};
|
||||
public enum SmokeDeflectorType {
|
||||
[Description("No Smoke Deflectors")]
|
||||
None,
|
||||
[Description("Witte Smoke Deflectors")]
|
||||
Witte,
|
||||
[Description("Wagner Smoke Deflectors")]
|
||||
Wagner,
|
||||
}
|
||||
try
|
||||
{
|
||||
MyModEntry = modEntry;
|
||||
MySettings = UnityModManager.ModSettings.Load<Settings>(MyModEntry);
|
||||
|
||||
private static readonly string[] boilerTypeTexts = new[] {
|
||||
"Default",
|
||||
"Streamlined"
|
||||
};
|
||||
public enum BoilerType {
|
||||
[Description("Default Boiler")]
|
||||
Default,
|
||||
[Description("Streamlined Boiler")]
|
||||
Streamlined,
|
||||
}
|
||||
public class dumb282tweaksSettings : UnityModManager.ModSettings {
|
||||
public bool toggleTweaks = true;
|
||||
public CabType cabType = CabType.Default;
|
||||
public SmokeDeflectorType smokeDeflectorType = SmokeDeflectorType.Wagner;
|
||||
public BoilerType boilerType = BoilerType.Default;
|
||||
MyModEntry.OnGUI = entry => MySettings.Draw(entry);
|
||||
MyModEntry.OnSaveGUI = entry => MySettings.Save(entry);
|
||||
|
||||
public override void Save(UnityModManager.ModEntry modEntry) {
|
||||
Save(this, modEntry);
|
||||
}
|
||||
}
|
||||
string assetPath = Path.Combine(MyModEntry.Path, "assetbundles\\");
|
||||
|
||||
public static string assetPath;
|
||||
//public static GameObject germanCabLoad;
|
||||
public static GameObject wagnerSmokeDeflectorsLoad;
|
||||
public static GameObject witteSmokeDeflectorsLoad;
|
||||
public static GameObject streamlinedBoilerLoad;
|
||||
wagnerSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "wagnersmokedeflectors"))
|
||||
.LoadAsset<GameObject>("Assets/WagnerSmokeDeflectors.prefab");
|
||||
witteSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "wittesmokedeflectors"))
|
||||
.LoadAsset<GameObject>("Assets/WitteSmokeDeflectors.prefab");
|
||||
chineseSmokeDeflectorsPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "chinesesmokedeflectors"))
|
||||
.LoadAsset<GameObject>("Assets/Prefab/LocoS282A_Smokebox.prefab");
|
||||
|
||||
// Load
|
||||
private static bool Load(UnityModManager.ModEntry modEntry) {
|
||||
Harmony? harmony = null;
|
||||
streamlinedBoilerPrefab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "streamline"))
|
||||
.LoadAsset<GameObject>("Assets/Streamline.prefab");
|
||||
|
||||
try {
|
||||
Instance = modEntry;
|
||||
Settings = UnityModManager.ModSettings.Load<dumb282tweaksSettings>(Instance);
|
||||
|
||||
Instance.OnGUI = OnGUI;
|
||||
Instance.OnSaveGUI = OnSaveGUI;
|
||||
modEntry.Logger.Log("gam");
|
||||
|
||||
harmony = new Harmony(Instance.Info.Id);
|
||||
harmony = new Harmony(MyModEntry.Info.Id);
|
||||
harmony.PatchAll(Assembly.GetExecutingAssembly());
|
||||
modEntry.Logger.Log("gamer");
|
||||
|
||||
assetPath = Path.Combine(Instance.Path.ToString(), "assets\\");
|
||||
// Smoke Deflectors
|
||||
var wagnerSmokeDeflectorsBundle = AssetBundle.LoadFromFile(Path.Combine(assetPath, "wagnersmokedeflectors"));
|
||||
wagnerSmokeDeflectorsLoad = wagnerSmokeDeflectorsBundle.LoadAsset<GameObject>("Assets/WagnerSmokeDeflectors.prefab");
|
||||
var witteSmokeDeflectorsBundle = AssetBundle.LoadFromFile(Path.Combine(assetPath, "wittesmokedeflectors"));
|
||||
witteSmokeDeflectorsLoad = witteSmokeDeflectorsBundle.LoadAsset<GameObject>("Assets/WitteSmokeDeflectors.prefab");
|
||||
|
||||
// Boiler
|
||||
var streamlinedBoilerBundle = AssetBundle.LoadFromFile(Path.Combine(assetPath, "streamline"));
|
||||
streamlinedBoilerLoad = streamlinedBoilerBundle.LoadAsset<GameObject>("Assets/Streamline.prefab");
|
||||
} catch(Exception ex) {
|
||||
Instance.Logger.LogException($"Failed to load {Instance.Info.DisplayName}:", ex);
|
||||
harmony?.UnpatchAll(Instance.Info.Id);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
MyModEntry.Logger.LogException($"Failed to load {MyModEntry.Info.DisplayName}:", ex);
|
||||
harmony?.UnpatchAll(MyModEntry.Info.Id);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// GUI Rendering
|
||||
static void OnGUI(UnityModManager.ModEntry modEntry) {
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Label("These settings are applied on train spawn, meaning rejoining the game will refresh all 282 locos to the settings specified here, but if you don't unload the train it will keep whatever settings were there previously. This is a temporary solution until I have a proper GUI implemented.");
|
||||
|
||||
GUILayout.Label("Cab Type");
|
||||
Settings.cabType = (CabType)GUILayout.SelectionGrid((int) Settings.cabType, cabTypeTexts, 1, "toggle");
|
||||
GUILayout.Space(2);
|
||||
|
||||
GUILayout.Label("Smoke Deflector Type");
|
||||
Settings.smokeDeflectorType = (SmokeDeflectorType) GUILayout.SelectionGrid((int) Settings.smokeDeflectorType, smokeDeflectorTypeTexts, 1, "toggle");
|
||||
|
||||
GUILayout.Label("Boiler Type");
|
||||
Settings.boilerType = (BoilerType) GUILayout.SelectionGrid((int) Settings.boilerType, boilerTypeTexts, 1, "toggle");
|
||||
|
||||
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
static void OnSaveGUI(UnityModManager.ModEntry modEntry) {
|
||||
Settings.Save(modEntry);
|
||||
}
|
||||
|
||||
|
||||
[HarmonyPatch(typeof(TrainCar), "Start")]
|
||||
class CarPatch {
|
||||
static void Postfix(ref TrainCar __instance) {
|
||||
//switch(Settings.cabType) {
|
||||
// case CabType.Default:
|
||||
// break;
|
||||
// case CabType.German:
|
||||
// if(__instance != null && __instance.carType == TrainCarType.LocoSteamHeavy) {
|
||||
|
||||
// var fullCabBundle = AssetBundle.LoadFromFile(Path.Combine(assetPath, "fullcab"));
|
||||
// var fullCabLoad = fullCabBundle.LoadAsset<GameObject>("Assets/FullCab.prefab");
|
||||
|
||||
// GameObject fullCab = UnityEngine.Object.Instantiate(fullCabLoad);
|
||||
// fullCab.transform.parent = __instance.transform;
|
||||
// fullCab.transform.localPosition = new Vector3(0, 3, 0);
|
||||
// fullCab.transform.localRotation = Quaternion.identity;
|
||||
// }
|
||||
// break;
|
||||
//}
|
||||
// Smoke Deflector Type
|
||||
if(__instance != null && __instance.carType == TrainCarType.LocoSteamHeavy) {
|
||||
// This is a terrible way to get the material of the locomotive since a simple gameobject reordering will break it, but it's alright for now. If something breaks, just note that this is likely the reason
|
||||
Material s282Mat = __instance.transform.GetChild(5).transform.GetChild(0).transform.GetChild(0).GetComponent<MeshRenderer>().material;
|
||||
|
||||
Log(Path.Combine(assetPath, "wittesmokedeflectors"));
|
||||
|
||||
switch(Settings.smokeDeflectorType) {
|
||||
case SmokeDeflectorType.None:
|
||||
break;
|
||||
case SmokeDeflectorType.Witte:
|
||||
GameObject witteSmokeDeflector = UnityEngine.Object.Instantiate(witteSmokeDeflectorsLoad);
|
||||
|
||||
// This is also a terrible way to set the material of the smoke deflectors, but oh well
|
||||
witteSmokeDeflector.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
witteSmokeDeflector.transform.GetChild(1).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
|
||||
//Log(smokeDeflector.GetComponent<MeshRenderer>().material.name.ToString());
|
||||
witteSmokeDeflector.transform.parent = __instance.transform;
|
||||
witteSmokeDeflector.transform.localPosition = new Vector3(0, 2.1f, 5f);
|
||||
witteSmokeDeflector.transform.localRotation = Quaternion.identity;
|
||||
break;
|
||||
case SmokeDeflectorType.Wagner:
|
||||
GameObject wagnerSmokeDeflector = UnityEngine.Object.Instantiate(wagnerSmokeDeflectorsLoad);
|
||||
|
||||
// This is also a terrible way to set the material of the smoke deflectors, but oh well
|
||||
wagnerSmokeDeflector.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
wagnerSmokeDeflector.transform.GetChild(1).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
|
||||
//Log(smokeDeflector.GetComponent<MeshRenderer>().material.name.ToString());
|
||||
wagnerSmokeDeflector.transform.parent = __instance.transform;
|
||||
wagnerSmokeDeflector.transform.localPosition = new Vector3(0, 2.1f, 5f);
|
||||
wagnerSmokeDeflector.transform.localRotation = Quaternion.identity;
|
||||
break;
|
||||
}
|
||||
|
||||
switch(Settings.boilerType) {
|
||||
case BoilerType.Default:
|
||||
break;
|
||||
case BoilerType.Streamlined:
|
||||
GameObject streamlinedBoiler = UnityEngine.Object.Instantiate(streamlinedBoilerLoad);
|
||||
|
||||
// This is also a terrible way to set the material of the smoke deflectors, but oh well
|
||||
streamlinedBoiler.transform.GetChild(0).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
streamlinedBoiler.transform.GetChild(1).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
streamlinedBoiler.transform.GetChild(2).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
streamlinedBoiler.transform.GetChild(3).GetComponent<MeshRenderer>().material = s282Mat;
|
||||
|
||||
//Log(smokeDeflector.GetComponent<MeshRenderer>().material.name.ToString());
|
||||
streamlinedBoiler.transform.parent = __instance.transform;
|
||||
streamlinedBoiler.transform.localPosition = new Vector3(0, 2.15f, 5.1f);
|
||||
streamlinedBoiler.transform.localRotation = Quaternion.identity;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Logger Commands
|
||||
public static void Log(string message) {
|
||||
Instance.Logger.Log(message);
|
||||
public static void Log(string message)
|
||||
{
|
||||
MyModEntry.Logger.Log(message);
|
||||
}
|
||||
public static void Warning(string message) {
|
||||
Instance.Logger.Warning(message);
|
||||
|
||||
public static void Warning(string message)
|
||||
{
|
||||
MyModEntry.Logger.Warning(message);
|
||||
}
|
||||
|
||||
public static void Error(string message)
|
||||
{
|
||||
MyModEntry.Logger.Error(message);
|
||||
}
|
||||
public static void Error(string message) {
|
||||
Instance.Logger.Error(message);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace dumb282tweaks {
|
||||
internal class Patch282 {
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,69 @@
|
|||
using System;
|
||||
using System.ComponentModel;
|
||||
using UnityEngine;
|
||||
using UnityModManagerNet;
|
||||
|
||||
namespace dumb282tweaks
|
||||
{
|
||||
|
||||
public class Settings : UnityModManager.ModSettings
|
||||
{
|
||||
// public enum CabType
|
||||
// {
|
||||
// [Description("Default 282 Cab")] Default,
|
||||
// [Description("German Cab")] German
|
||||
// }
|
||||
|
||||
public enum BoilerType
|
||||
{
|
||||
[Description("Default Boiler")] Default,
|
||||
[Description("Streamlined Boiler")] Streamlined,
|
||||
}
|
||||
|
||||
public enum SmokeDeflectorType
|
||||
{
|
||||
[Description("No smoke deflectors")]
|
||||
None,
|
||||
|
||||
[Description("Witte smoke deflectors")]
|
||||
Witte,
|
||||
|
||||
[Description("Wagner smoke deflectors")]
|
||||
Wagner,
|
||||
|
||||
[Description("Chinese smoke deflectors and more")]
|
||||
Chinese,
|
||||
}
|
||||
|
||||
// public CabType cabType = CabType.Default;
|
||||
public SmokeDeflectorType smokeDeflectorType = SmokeDeflectorType.Wagner;
|
||||
public BoilerType boilerType = BoilerType.Default;
|
||||
|
||||
public void Draw(UnityModManager.ModEntry modEntry)
|
||||
{
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Label("These settings are applied on train spawn, meaning rejoining the game will refresh all 282 locos to the settings specified here, but if you don't unload the train it will keep whatever settings were there previously. This is a temporary solution until I have a proper GUI implemented.");
|
||||
GUILayout.Label("Also, reloading a save will currently break things and the tweaks won't load. This isn't good.");
|
||||
|
||||
GUILayout.Space(2f);
|
||||
|
||||
//todo this is not implemented
|
||||
// GUILayout.Label("Cab Type");
|
||||
// Settings.cabType = (Settings.CabType) GUILayout.SelectionGrid((int) Settings.cabType, cabTypeTexts, 1, "toggle");
|
||||
|
||||
GUILayout.Label("Smoke Deflector Type");
|
||||
smokeDeflectorType = (SmokeDeflectorType) GUILayout.SelectionGrid((int) smokeDeflectorType, Enum.GetNames(typeof(SmokeDeflectorType)), 1, "toggle");
|
||||
|
||||
GUILayout.Label("Boiler Type");
|
||||
boilerType = (BoilerType) GUILayout.SelectionGrid((int) boilerType, Enum.GetNames(typeof(BoilerType)), 1, "toggle");
|
||||
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
public override void Save(UnityModManager.ModEntry modEntry)
|
||||
{
|
||||
Save(this, modEntry);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -3,14 +3,9 @@
|
|||
<AssemblyName>dumb282tweaks</AssemblyName>
|
||||
<TargetFramework>net48</TargetFramework>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<Nullable>enable</Nullable>
|
||||
<WarningsAsErrors>CS8600;CS8602;CS8603</WarningsAsErrors>
|
||||
</PropertyGroup>
|
||||
|
||||
<!-- Derail Valley -->
|
||||
|
||||
<!-- Unity -->
|
||||
|
||||
<!-- Mod Loader -->
|
||||
<ItemGroup>
|
||||
<PackageReference Include="UnityModManager" Version="0.27.2" />
|
||||
|
@ -19,99 +14,101 @@
|
|||
<!-- Null Checking -->
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.CSharp" Version="4.7.0" />
|
||||
<PackageReference Include="Nullable" Version="1.3.1" PrivateAssets="all" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityModManager\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\Assembly-CSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.BrakeSystem">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.BrakeSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Common">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Common.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.ControllerAnchors">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.ControllerAnchors.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Highlighting">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Highlighting.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Interaction">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Interaction.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Inventory">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Inventory.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Localization">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Localization.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.NAudio">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.NAudio.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.PointSet">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.PointSet.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.RadioPlayer">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.RadioPlayer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Scenarios.CRUD">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Scenarios.CRUD.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Simulation">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Simulation.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Telemetry">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Telemetry.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.TerrainSystem">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.TerrainSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.TerrainTools">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.TerrainTools.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.ThingTypes">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.ThingTypes.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.UI">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.UIFramework">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.UIFramework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.UserManagement">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.UserManagement.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.Utils">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.Utils.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DV.WeatherSystem">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\DV.WeatherSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AssetBundleModule">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.IMGUIModule">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityModManager">
|
||||
<HintPath>G:\SteamLibrary\steamapps\common\Derail Valley\DerailValley_Data\Managed\UnityModManager\UnityModManager.dll</HintPath>
|
||||
</Reference>
|
||||
<!-- Derail Valley -->
|
||||
|
||||
<Reference Include="0Harmony" />
|
||||
<Reference Include="Assembly-CSharp" />
|
||||
<Reference Include="DV.BrakeSystem" />
|
||||
<Reference Include="DV.Common" />
|
||||
<Reference Include="DV.ControllerAnchors" />
|
||||
<Reference Include="DV.Highlighting" />
|
||||
<Reference Include="DV.Interaction" />
|
||||
<Reference Include="DV.Inventory" />
|
||||
<Reference Include="DV.Localization" />
|
||||
<Reference Include="DV.NAudio" />
|
||||
<Reference Include="DV.PointSet" />
|
||||
<Reference Include="DV.RadioPlayer" />
|
||||
<Reference Include="DV.Scenarios.CRUD" />
|
||||
<Reference Include="DV.Simulation" />
|
||||
<Reference Include="DV.Telemetry" />
|
||||
<Reference Include="DV.TerrainSystem" />
|
||||
<Reference Include="DV.TerrainTools" />
|
||||
<Reference Include="DV.ThingTypes" />
|
||||
<Reference Include="DV.UI" />
|
||||
<Reference Include="DV.UIFramework" />
|
||||
<Reference Include="DV.UserManagement" />
|
||||
<Reference Include="DV.Utils" />
|
||||
<Reference Include="DV.WeatherSystem" />
|
||||
|
||||
<!-- Unity -->
|
||||
|
||||
<Reference Include="UnityEngine" />
|
||||
<Reference Include="UnityEngine.AccessibilityModule" />
|
||||
<Reference Include="UnityEngine.AIModule" />
|
||||
<Reference Include="UnityEngine.AndroidJNIModule" />
|
||||
<Reference Include="UnityEngine.AnimationModule" />
|
||||
<Reference Include="UnityEngine.ARModule" />
|
||||
<Reference Include="UnityEngine.AssetBundleModule" />
|
||||
<Reference Include="UnityEngine.AudioModule" />
|
||||
<Reference Include="UnityEngine.ClothModule" />
|
||||
<Reference Include="UnityEngine.ClusterInputModule" />
|
||||
<Reference Include="UnityEngine.ClusterRendererModule" />
|
||||
<Reference Include="UnityEngine.CoreModule" />
|
||||
<Reference Include="UnityEngine.CrashReportingModule" />
|
||||
<Reference Include="UnityEngine.DirectorModule" />
|
||||
<Reference Include="UnityEngine.DSPGraphModule" />
|
||||
<Reference Include="UnityEngine.GameCenterModule" />
|
||||
<Reference Include="UnityEngine.GridModule" />
|
||||
<Reference Include="UnityEngine.HotReloadModule" />
|
||||
<Reference Include="UnityEngine.ImageConversionModule" />
|
||||
<Reference Include="UnityEngine.IMGUIModule" />
|
||||
<Reference Include="UnityEngine.InputLegacyModule" />
|
||||
<Reference Include="UnityEngine.InputModule" />
|
||||
<Reference Include="UnityEngine.JSONSerializeModule" />
|
||||
<Reference Include="UnityEngine.LocalizationModule" />
|
||||
<Reference Include="UnityEngine.ParticleSystemModule" />
|
||||
<Reference Include="UnityEngine.PerformanceReportingModule" />
|
||||
<Reference Include="UnityEngine.Physics2DModule" />
|
||||
<Reference Include="UnityEngine.PhysicsModule" />
|
||||
<Reference Include="UnityEngine.ProfilerModule" />
|
||||
<Reference Include="UnityEngine.ScreenCaptureModule" />
|
||||
<Reference Include="UnityEngine.SharedInternalsModule" />
|
||||
<Reference Include="UnityEngine.SpatialTracking" />
|
||||
<Reference Include="UnityEngine.SpriteMaskModule" />
|
||||
<Reference Include="UnityEngine.SpriteShapeModule" />
|
||||
<Reference Include="UnityEngine.StreamingModule" />
|
||||
<Reference Include="UnityEngine.SubstanceModule" />
|
||||
<Reference Include="UnityEngine.SubsystemsModule" />
|
||||
<Reference Include="UnityEngine.TerrainModule" />
|
||||
<Reference Include="UnityEngine.TerrainPhysicsModule" />
|
||||
<Reference Include="UnityEngine.TextCoreModule" />
|
||||
<Reference Include="UnityEngine.TextRenderingModule" />
|
||||
<Reference Include="UnityEngine.TilemapModule" />
|
||||
<Reference Include="UnityEngine.TLSModule" />
|
||||
<Reference Include="UnityEngine.UI" />
|
||||
<Reference Include="UnityEngine.UIElementsModule" />
|
||||
<Reference Include="UnityEngine.UIModule" />
|
||||
<Reference Include="UnityEngine.UmbraModule" />
|
||||
<Reference Include="UnityEngine.UNETModule" />
|
||||
<Reference Include="UnityEngine.UnityAnalyticsModule" />
|
||||
<Reference Include="UnityEngine.UnityConnectModule" />
|
||||
<Reference Include="UnityEngine.UnityTestProtocolModule" />
|
||||
<Reference Include="UnityEngine.UnityWebRequestAssetBundleModule" />
|
||||
<Reference Include="UnityEngine.UnityWebRequestAudioModule" />
|
||||
<Reference Include="UnityEngine.UnityWebRequestModule" />
|
||||
<Reference Include="UnityEngine.UnityWebRequestTextureModule" />
|
||||
<Reference Include="UnityEngine.UnityWebRequestWWWModule" />
|
||||
<Reference Include="UnityEngine.VehiclesModule" />
|
||||
<Reference Include="UnityEngine.VFXModule" />
|
||||
<Reference Include="UnityEngine.VideoModule" />
|
||||
<Reference Include="UnityEngine.VRModule" />
|
||||
<Reference Include="UnityEngine.WindModule" />
|
||||
<Reference Include="UnityEngine.XR.LegacyInputHelpers" />
|
||||
<Reference Include="UnityEngine.XRModule" />
|
||||
|
||||
<Reference Include="UnityModManager" />
|
||||
</ItemGroup>
|
||||
|
||||
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
|
||||
|
@ -119,7 +116,8 @@
|
|||
<Copy SourceFiles="$(TargetPath)" DestinationFolder="../build/" />
|
||||
|
||||
<!-- Package after Release build -->
|
||||
<Exec Condition="'$(ConfigurationName)' == 'Release' And '$(OS)' == 'Windows_NT'" Command="powershell -executionpolicy bypass -Command "(../package.ps1)"" />
|
||||
<Exec Condition="'$(ConfigurationName)' == 'Release' And '$(OS)' != 'Windows_NT'" Command="pwsh -Command "(../package.ps1)"" />
|
||||
<Exec Condition="'$(OS)' == 'Windows_NT'" Command="powershell -executionpolicy bypass ../package.ps1 -NoArchive -OutputDirectory 'D:\Programs\Derail Valley\Mods'" />
|
||||
<!-- todo fix linux below-->
|
||||
<!-- <Exec Condition="'$(ConfigurationName)' == 'Release' And '$(OS)' != 'Windows_NT'" Command="pwsh -Command "(../package.ps1)"" />-->
|
||||
</Target>
|
||||
</Project>
|
||||
|
|
10
package.ps1
10
package.ps1
|
@ -4,7 +4,7 @@ param (
|
|||
)
|
||||
|
||||
Set-Location "$PSScriptRoot"
|
||||
$FilesToInclude = "info.json","build/*","LICENSE"
|
||||
$FilesToInclude = "info.json","build/*","LICENSE","assetbundles"
|
||||
|
||||
$modInfo = Get-Content -Raw -Path "info.json" | ConvertFrom-Json
|
||||
$modId = $modInfo.Id
|
||||
|
@ -20,13 +20,7 @@ $ZipOutDir = "$ZipWorkDir/$modId"
|
|||
|
||||
New-Item "$ZipOutDir" -ItemType Directory -Force
|
||||
Copy-Item -Force -Path $FilesToInclude -Destination "$ZipOutDir"
|
||||
|
||||
# Get-ChildItem $sourceDir -filter "*" -recurse | `
|
||||
# foreach{
|
||||
# $targetFile = $targetDir + $_.FullName.SubString($sourceDir.Length);
|
||||
# New-Item -ItemType File -Path $targetFile -Force;
|
||||
# Copy-Item $_.FullName -destination $targetFile
|
||||
# }
|
||||
Copy-Item -Force -Path "assetbundles/*" -Destination "$ZipOutDir/assetbundles"
|
||||
|
||||
if (!$NoArchive)
|
||||
{
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
powershell -executionpolicy bypass .\package.ps1 -NoArchive -OutputDirectory `'G:\SteamLibrary\steamapps\common\Derail Valley\Mods`'
|
||||
# Start-Sleep -Seconds 1
|
||||
# steam steam://rungameid/588030
|
|
@ -1,7 +0,0 @@
|
|||
[{000214A0-0000-0000-C000-000000000046}]
|
||||
Prop3=19,0
|
||||
[InternetShortcut]
|
||||
IDList=
|
||||
IconIndex=0
|
||||
URL=steam://rungameid/588030
|
||||
IconFile=C:\Program Files (x86)\Steam\steam\games\ce91a672ac33c3038e50fc02fffa67e7133d2bf1.ico
|
Loading…
Reference in New Issue