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WinterlandArchive

This is the source code used in the Millenium Winterland event.

  • Assets have been removed, so it will likely not build out of the box.
  • This repository will be used as a base for future mapping tools - if you are a mapper looking for a custom level toolchain, please wait until something more generic and stable is ready.
  • The plugin originally functioned using serverside state management, which has now been removed. If you are looking for that code, see here.

The original README has been preserved below:


MilleniumWinterland

Building

The first time before doing anything else you should run the initialize.ps1 script with Powershell. It will ask you for the directories the project requires, and build everything for you.

Once that's done, you can open the Winterland.Editor Unity project, using Unity 2021.3.27f1, head to BRC -> Build Assets (or just press F5), which will build all assets the plugin requires.

Everytime you build assets they will be automatically copied to your BepInEx/plugins/MilleniumWinterland folder, so all you need to do is launch the game to see your changes.

Unity Project

Prefabs saved under Assets/Stage Additions will be automatically exported to a stages folder with the prefab name as the filename when you use Build Assets. If the name matches the lowercase internal name of one of the game's stages (hideout, osaka, square, etc.) the prefab will be automatically instantiated into the stage in-game.

Use BRC -> Build Assets or press F5 to build the assets and update the plugin with your changes. This will also automatically run Update Plugin if it detects that the plugin build is out of date.

Use BRC -> Update Plugin or press F6 to rebuild the plugin code. This runs the powershell script located at scripts/rebuild.ps1. This will be greyed out if the plugin is already up to date.

Testing In-Game

Press F5 In-Game to reload the plugin assets and the current stage, to test changes in realtime.

When launching for the first time a BepInEx/config/Winterland.Plugin.cfg config file will be created. There is a QuickLaunch option that, when set to true, will make the game skip all intros and load straight into Millenium Square.

Attaching a debugger

You can attach a debugger to the game if you first convert it to a debug build and download pdb2mdb.

The script ./scripts/convert-to-debug-build.ps1 will convert your BRC installation to a debug build.

Download pdb2mdb to ./scripts/pdb2mdb.exe.

Then build the solution using the "Debug" configuration.

You should see .dll.mdb files in your BepInEx/plugins/MilleniumWinterland. The game should show "Development Build" in the lower-right corner. You should be able to "Attach Unity Debugger" in Visual Studio, or equivalent in other IDEs.