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Unify the two separate repos into one
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Alexander Kluth committed Sep 7, 2021
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405 changes: 405 additions & 0 deletions FishyFishFish/.gitignore

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17 changes: 17 additions & 0 deletions FishyFishFish/FishyFishFish.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FishyFishFish", "FishyFishFish\FishyFishFish.csproj", "{74978C4F-65F8-424C-AD56-BD905483EE8F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{74978C4F-65F8-424C-AD56-BD905483EE8F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{74978C4F-65F8-424C-AD56-BD905483EE8F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{74978C4F-65F8-424C-AD56-BD905483EE8F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{74978C4F-65F8-424C-AD56-BD905483EE8F}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal
42 changes: 42 additions & 0 deletions FishyFishFish/FishyFishFish/FishyFishFish.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{74978C4F-65F8-424C-AD56-BD905483EE8F}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>FishyFishFish</RootNamespace>
<AssemblyName>FishyFishFish</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="ModEntry.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
<None Include="manifest.json" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.3.1.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.3.1.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
</Project>
54 changes: 54 additions & 0 deletions FishyFishFish/FishyFishFish/ModEntry.cs
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using System;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley.Menus;
using StardewValley.Tools;
using StardewModdingAPI.Utilities;
using StardewValley;

namespace FishyFishFish
{
/// <summary>The mod entry point.</summary>
public class ModEntry : Mod
{
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
helper.Events.Input.ButtonPressed += this.OnButtonPressed;
helper.Events.GameLoop.UpdateTicking += this.UpdateTicking;
}


private void UpdateTicking(object sender, UpdateTickingEventArgs e)
{
// ignore if player hasn't loaded a save yet
if (!Context.IsWorldReady)
return;


if (Game1.player.CurrentTool is FishingRod rod)
{
if (Game1.activeClickableMenu is BobberBar bobberBar)
{
float bobberBarHeight = Helper.Reflection.GetField<int>(bobberBar, "bobberBarHeight", true).GetValue();
Helper.Reflection.GetField<int>(bobberBar, "bobberBarHeight", true).SetValue(2000);
}
}


}

private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
{


// print button presses to the console window
this.Monitor.Log($"{Game1.player.Name} pressed {e.Button}.", LogLevel.Debug);
}
}
}
10 changes: 10 additions & 0 deletions FishyFishFish/FishyFishFish/MyClass.cs
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using System;
namespace FishyFishFish
{
public class MyClass
{
public MyClass()
{
}
}
}
26 changes: 26 additions & 0 deletions FishyFishFish/FishyFishFish/Properties/AssemblyInfo.cs
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using System.Reflection;
using System.Runtime.CompilerServices;

// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.

[assembly: AssemblyTitle("FishyFishFish")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("")]
[assembly: AssemblyCopyright("${AuthorCopyright}")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision.

[assembly: AssemblyVersion("1.0.*")]

// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.

//[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("")]
10 changes: 10 additions & 0 deletions FishyFishFish/FishyFishFish/manifest.json
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{
"Name": "FishyFishFish",
"Author": "alexclooze",
"Version": "1.0.0",
"Description": "Alle Fischies fischen",
"UniqueID": "alexclooze.fishyfishfish",
"EntryDll": "FishyFishFish.dll",
"MinimumApiVersion": "2.10.0",
"UpdateKeys": []
}
4 changes: 4 additions & 0 deletions FishyFishFish/FishyFishFish/packages.config
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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Pathoschild.Stardew.ModBuildConfig" version="3.1.0" targetFramework="net45" />
</packages>
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