Funkční komunikace mezi jedním clientem a serverem
This commit is contained in:
commit
3f235f6e04
44 changed files with 1030 additions and 0 deletions
36
FNAF_Clone/.config/dotnet-tools.json
Normal file
36
FNAF_Clone/.config/dotnet-tools.json
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|
|
@ -0,0 +1,36 @@
|
|||
{
|
||||
"version": 1,
|
||||
"isRoot": true,
|
||||
"tools": {
|
||||
"dotnet-mgcb": {
|
||||
"version": "3.8.4",
|
||||
"commands": [
|
||||
"mgcb"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor": {
|
||||
"version": "3.8.4",
|
||||
"commands": [
|
||||
"mgcb-editor"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor-linux": {
|
||||
"version": "3.8.4",
|
||||
"commands": [
|
||||
"mgcb-editor-linux"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor-windows": {
|
||||
"version": "3.8.4",
|
||||
"commands": [
|
||||
"mgcb-editor-windows"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor-mac": {
|
||||
"version": "3.8.4",
|
||||
"commands": [
|
||||
"mgcb-editor-mac"
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
14
FNAF_Clone/.vscode/launch.json
vendored
Normal file
14
FNAF_Clone/.vscode/launch.json
vendored
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
{
|
||||
// Use IntelliSense to learn about possible attributes.
|
||||
// Hover to view descriptions of existing attributes.
|
||||
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "C#: FNAF_Clone Debug",
|
||||
"type": "dotnet",
|
||||
"request": "launch",
|
||||
"projectPath": "${workspaceFolder}/FNAF_Clone.csproj"
|
||||
}
|
||||
],
|
||||
}
|
||||
18
FNAF_Clone/CameraSystem.cs
Normal file
18
FNAF_Clone/CameraSystem.cs
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|
@ -0,0 +1,18 @@
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|||
namespace FNAF_Clone;
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||||
|
||||
public class CameraSystem {
|
||||
public bool Enabled { get; private set; }
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||||
public int CurrentCamera { get; private set; }
|
||||
|
||||
public void FlipUp() {
|
||||
Enabled = true;
|
||||
}
|
||||
|
||||
public void FlipDown() {
|
||||
Enabled = false;
|
||||
}
|
||||
|
||||
public void SetCamera(int camera) {
|
||||
|
||||
}
|
||||
}
|
||||
103
FNAF_Clone/Client.cs
Normal file
103
FNAF_Clone/Client.cs
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|
@ -0,0 +1,103 @@
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|||
using System;
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using System.Net;
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using System.Net.Sockets;
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using LiteNetLib;
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using LiteNetLib.Utils;
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using PacketLib;
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||||
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||||
namespace FNAF_Clone;
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||||
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public class Client {
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private static EventBasedNetListener listener = new();
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private static NetManager client;
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private static NetPeer server;
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private static NetDataWriter writer;
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||||
private static NetPacketProcessor processor;
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public static ClientPlayer Player { get; } = new();
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|
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|
||||
public static void Connect(string endPoint, int port) {
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writer = new NetDataWriter();
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processor = new NetPacketProcessor();
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||||
|
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NestedTypeManager.AutoRegister(processor);
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||||
|
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processor.SubscribeReusable<JoinAcceptPacket>(OnJoinAccept);
|
||||
processor.SubscribeReusable<UpdatePlayerPacket>(OnPlayerUpdate);
|
||||
|
||||
|
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client = new NetManager(listener){
|
||||
AutoRecycle = true
|
||||
};
|
||||
|
||||
client.Start();
|
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Console.WriteLine($"Connecting to server @ {endPoint}:{port}");
|
||||
|
||||
listener.NetworkReceiveEvent += (peer, reader, channel, method) => {
|
||||
OnNetworkReceive(peer, reader, method);
|
||||
};
|
||||
|
||||
listener.PeerConnectedEvent += peer => {
|
||||
Console.WriteLine("Connected to Server");
|
||||
server = peer;
|
||||
SendPacket(new JoinPacket {username = "Player1"}, DeliveryMethod.ReliableOrdered);
|
||||
};
|
||||
|
||||
client.Connect(endPoint, port, ""); // TODO: figure out how keys work
|
||||
}
|
||||
|
||||
public static void SendPacket<T>(T packet, DeliveryMethod deliveryMethod) where T : class, new() {
|
||||
if (server != null) {
|
||||
writer.Reset();
|
||||
processor.Write(writer, packet);
|
||||
server.Send(writer, deliveryMethod);
|
||||
}
|
||||
}
|
||||
public static void SendCommands(PlayerCommand[] pCommands) {
|
||||
SendPacket(new PlayerCommandPacket{commands = pCommands}, DeliveryMethod.ReliableOrdered);
|
||||
}
|
||||
|
||||
public static void OnNetworkReceive(NetPeer peer, NetPacketReader reader, DeliveryMethod deliveryMethod) {
|
||||
processor.ReadAllPackets(reader, peer);
|
||||
}
|
||||
|
||||
public static void OnJoinAccept(JoinAcceptPacket packet) {
|
||||
Console.WriteLine($"Accepted by server, pid: {packet.state.pid}");
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Player.state = packet.state;
|
||||
}
|
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|
||||
public static void Update() {
|
||||
client.PollEvents();
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}
|
||||
|
||||
public static void OnPlayerUpdate(UpdatePlayerPacket packet) {
|
||||
//Player.state = Player.state.pid == 0 ? packet.stateP1 : packet.stateP2;
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||||
|
||||
foreach (var e in packet.events){
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switch (e.ID){
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case 0: // join
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Console.WriteLine("E: Player joined");
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break;
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||||
case 1: // leave
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Console.WriteLine("E: Player left");
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||||
break;
|
||||
case 2: // switch cam
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||||
if (Player.state.pid == e.Args[0]){
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Player.state.camera = e.Args[1];
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}
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Console.WriteLine($"E: player {e.Args[0]} switched to camera {e.Args[1]}");
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break;
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case 3: // toggle cam
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Player.state.monitorUp = e.Args[1] == 1;
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Console.WriteLine($"E: Player {e.Args[0]} toggled monitor {(e.Args[1] == 0 ? "off" : "on")}");
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break;
|
||||
case -1: // movement
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throw new NotImplementedException();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
8
FNAF_Clone/ClientPlayer.cs
Normal file
8
FNAF_Clone/ClientPlayer.cs
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|
@ -0,0 +1,8 @@
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|||
using PacketLib;
|
||||
|
||||
namespace FNAF_Clone;
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||||
|
||||
public class ClientPlayer {
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||||
public PlayerState state;
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||||
public string username;
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||||
}
|
||||
23
FNAF_Clone/CommandManager.cs
Normal file
23
FNAF_Clone/CommandManager.cs
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|
@ -0,0 +1,23 @@
|
|||
using System;
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||||
using System.Collections.Generic;
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||||
using Microsoft.Xna.Framework.Input;
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||||
using MonoGameLibrary.Input;
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||||
using PacketLib;
|
||||
|
||||
namespace FNAF_Clone;
|
||||
|
||||
public class CommandManager {
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||||
private static (string label, Keys key, Action action)[] keybinds = [
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("Toggle Camera", Keys.S, ToggleCamera)
|
||||
];
|
||||
|
||||
private static InputListenerHook toggleCamHook = new(true);
|
||||
|
||||
public static void InitInputListeners() {
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Array.ForEach(keybinds, tuple => InputManager.AddListener(tuple.label, tuple.key, _ => tuple.action(), InputTiming.PRESS, toggleCamHook));
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||||
}
|
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||||
private static void ToggleCamera() {
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Client.SendCommands([PlayerCommand.TOGGLE_MONITOR()]);
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||||
}
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||||
}
|
||||
15
FNAF_Clone/Content/Content.mgcb
Normal file
15
FNAF_Clone/Content/Content.mgcb
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|
@ -0,0 +1,15 @@
|
|||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:DesktopGL
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
60
FNAF_Clone/Content/font.spritefont
Executable file
60
FNAF_Clone/Content/font.spritefont
Executable file
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|
@ -0,0 +1,60 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
This file contains an xml description of a font, and will be read by the XNA
|
||||
Framework Content Pipeline. Follow the comments to customize the appearance
|
||||
of the font in your game, and to change the characters which are available to draw
|
||||
with.
|
||||
-->
|
||||
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
||||
<Asset Type="Graphics:FontDescription">
|
||||
|
||||
<!--
|
||||
Modify this string to change the font that will be imported.
|
||||
-->
|
||||
<FontName>Arial</FontName>
|
||||
|
||||
<!--
|
||||
Size is a float value, measured in points. Modify this value to change
|
||||
the size of the font.
|
||||
-->
|
||||
<Size>12</Size>
|
||||
|
||||
<!--
|
||||
Spacing is a float value, measured in pixels. Modify this value to change
|
||||
the amount of spacing in between characters.
|
||||
-->
|
||||
<Spacing>0</Spacing>
|
||||
|
||||
<!--
|
||||
UseKerning controls the layout of the font. If this value is true, kerning information
|
||||
will be used when placing characters.
|
||||
-->
|
||||
<UseKerning>true</UseKerning>
|
||||
|
||||
<!--
|
||||
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
|
||||
and "Bold, Italic", and are case sensitive.
|
||||
-->
|
||||
<Style>Regular</Style>
|
||||
|
||||
<!--
|
||||
If you uncomment this line, the default character will be substituted if you draw
|
||||
or measure text that contains characters which were not included in the font.
|
||||
-->
|
||||
<!-- <DefaultCharacter>*</DefaultCharacter> -->
|
||||
|
||||
<!--
|
||||
CharacterRegions control what letters are available in the font. Every
|
||||
character from Start to End will be built and made available for drawing. The
|
||||
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
|
||||
character set. The characters are ordered according to the Unicode standard.
|
||||
See the documentation for more information.
|
||||
-->
|
||||
<CharacterRegions>
|
||||
<CharacterRegion>
|
||||
<Start> </Start>
|
||||
<End>~</End>
|
||||
</CharacterRegion>
|
||||
</CharacterRegions>
|
||||
</Asset>
|
||||
</XnaContent>
|
||||
BIN
FNAF_Clone/Content/whitrabt.ttf
Normal file
BIN
FNAF_Clone/Content/whitrabt.ttf
Normal file
Binary file not shown.
50
FNAF_Clone/FNAF_Clone.csproj
Normal file
50
FNAF_Clone/FNAF_Clone.csproj
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<RollForward>Major</RollForward>
|
||||
<PublishReadyToRun>false</PublishReadyToRun>
|
||||
<TieredCompilation>false</TieredCompilation>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationManifest>app.manifest</ApplicationManifest>
|
||||
<ApplicationIcon>Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<None Remove="Icon.ico"/>
|
||||
<None Remove="Icon.bmp"/>
|
||||
<None Remove="Input\**" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Icon.ico">
|
||||
<LogicalName>Icon.ico</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Icon.bmp">
|
||||
<LogicalName>Icon.bmp</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Remove="Input\**" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="LiteNetLib" Version="1.3.1" />
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*"/>
|
||||
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.*"/>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="lib\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGameLibrary">
|
||||
<HintPath>lib\MonoGameLibrary.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\PacketLib\PacketLib.csproj" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Remove="Input\**" />
|
||||
</ItemGroup>
|
||||
<Target Name="RestoreDotnetTools" BeforeTargets="CollectPackageReferences">
|
||||
<Message Text="Restoring dotnet tools (this might take a while depending on your internet speed and should only happen upon building your project for the first time, or after upgrading MonoGame, or clearing your nuget cache)" Importance="High"/>
|
||||
<Exec Command="dotnet tool restore"/>
|
||||
</Target>
|
||||
</Project>
|
||||
47
FNAF_Clone/GameMain.cs
Normal file
47
FNAF_Clone/GameMain.cs
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using MonoGameLibrary;
|
||||
using MonoGameLibrary.Input;
|
||||
|
||||
namespace FNAF_Clone;
|
||||
|
||||
public class GameMain() : Core("fnafkooo", 1920, 1080, false) {
|
||||
private GraphicsDeviceManager _graphics;
|
||||
private SpriteBatch _spriteBatch;
|
||||
|
||||
protected override void Initialize() {
|
||||
Client.Connect("127.0.0.1", 9012);
|
||||
CommandManager.InitInputListeners();
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
protected override void LoadContent() {
|
||||
_spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
|
||||
|
||||
// TODO: use this.Content to load your game content here
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime) {
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
|
||||
Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
|
||||
// TODO: Add your update logic here
|
||||
|
||||
InputManager.NextInputCycle();
|
||||
|
||||
Client.Update();
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
protected override void Draw(GameTime gameTime) {
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
BIN
FNAF_Clone/Icon.bmp
Normal file
BIN
FNAF_Clone/Icon.bmp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 256 KiB |
BIN
FNAF_Clone/Icon.ico
Normal file
BIN
FNAF_Clone/Icon.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 144 KiB |
6
FNAF_Clone/Input/InputListenerHook.cs
Normal file
6
FNAF_Clone/Input/InputListenerHook.cs
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
namespace FNAF_Clone.Input;
|
||||
|
||||
public class InputListenerHook(bool enabled, bool oneTimeOnly = false) {
|
||||
public bool Enabled { get; set; } = enabled;
|
||||
public bool RemoveOnNextTrigger { get; set; } = oneTimeOnly;
|
||||
}
|
||||
115
FNAF_Clone/Input/InputManager.cs
Normal file
115
FNAF_Clone/Input/InputManager.cs
Normal file
|
|
@ -0,0 +1,115 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace FNAF_Clone.Input;
|
||||
|
||||
|
||||
public static class InputManager {
|
||||
private static Dictionary<Keys, List<(KeypressHandler, InputListenerHook)>> keyPressListeners = new();
|
||||
private static Dictionary<Keys, List<(KeypressHandler, InputListenerHook)>> keyHoldListeners = new(); // The bool is for enabling/disabling that method
|
||||
private static Dictionary<Keys, List<(KeypressHandler, InputListenerHook)>> keyReleaseListeners = new();
|
||||
|
||||
private static KeyboardState oldState = Keyboard.GetState();
|
||||
private static KeyboardState newState;
|
||||
|
||||
// public static ConcurrentQueue<Action> inputEventQueue = new();
|
||||
|
||||
public delegate void KeypressHandler(KeyboardState state);
|
||||
|
||||
|
||||
|
||||
// public static void StartListening() {
|
||||
// processInputThread.Start();
|
||||
// Console.WriteLine("Started listening for input");
|
||||
// }
|
||||
|
||||
public static void NextInputCycle() {
|
||||
Queue<KeypressHandler> inputEventQueue = new();
|
||||
|
||||
// Read
|
||||
|
||||
newState = Keyboard.GetState();
|
||||
Keys[] pressed = newState.GetPressedKeys();
|
||||
Keys[] pressedLastFrame = oldState.GetPressedKeys();
|
||||
|
||||
Array.ForEach(pressed, key => {
|
||||
if (oldState.IsKeyUp(key)){
|
||||
if (keyPressListeners.TryGetValue(key, out var pressHandlers)){
|
||||
pressHandlers.ForEach(t => {
|
||||
if (t.Item2.Enabled){
|
||||
inputEventQueue.Enqueue(t.Item1);
|
||||
}
|
||||
if (t.Item2.RemoveOnNextTrigger){
|
||||
pressHandlers.Remove(t);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (keyHoldListeners.TryGetValue(key, out var holdHandlers)){
|
||||
holdHandlers.ForEach(t => {
|
||||
if (t.Item2.Enabled){
|
||||
inputEventQueue.Enqueue(t.Item1);
|
||||
}
|
||||
if (t.Item2.RemoveOnNextTrigger){
|
||||
holdHandlers.Remove(t);
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
Array.ForEach(pressedLastFrame, key => {
|
||||
if (!keyReleaseListeners.ContainsKey(key)){
|
||||
return;
|
||||
}
|
||||
|
||||
if (newState.IsKeyUp(key)){
|
||||
if (keyReleaseListeners.TryGetValue(key, out var releaseHandlers))
|
||||
releaseHandlers.ForEach(t => {
|
||||
if (t.Item2.Enabled){
|
||||
inputEventQueue.Enqueue(t.Item1);
|
||||
}
|
||||
if (t.Item2.RemoveOnNextTrigger){
|
||||
releaseHandlers.Remove(t);
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
oldState = newState;
|
||||
|
||||
// Execute
|
||||
|
||||
foreach (KeypressHandler handler in inputEventQueue){
|
||||
handler(newState);
|
||||
}
|
||||
}
|
||||
|
||||
// private static Thread processInputThread = new(() => {
|
||||
//
|
||||
// });
|
||||
|
||||
public static void AddListener(Keys key, KeypressHandler action, InputTiming timing, InputListenerHook hook) {
|
||||
Dictionary<Keys, List<(KeypressHandler, InputListenerHook)>> workingDict;
|
||||
|
||||
switch (timing){
|
||||
case InputTiming.PRESS:
|
||||
workingDict = keyPressListeners;
|
||||
break;
|
||||
case InputTiming.HOLD:
|
||||
workingDict = keyHoldListeners;
|
||||
break;
|
||||
case InputTiming.RELEASE:
|
||||
workingDict = keyReleaseListeners;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(timing), timing, null);
|
||||
}
|
||||
|
||||
if (!workingDict.ContainsKey(key)){
|
||||
workingDict.Add(key, new());
|
||||
}
|
||||
|
||||
workingDict[key].Add((action, hook));
|
||||
}
|
||||
}
|
||||
7
FNAF_Clone/Input/InputTiming.cs
Normal file
7
FNAF_Clone/Input/InputTiming.cs
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
namespace FNAF_Clone.Input;
|
||||
|
||||
public enum InputTiming {
|
||||
PRESS,
|
||||
HOLD,
|
||||
RELEASE
|
||||
}
|
||||
2
FNAF_Clone/Program.cs
Normal file
2
FNAF_Clone/Program.cs
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
using var game = new FNAF_Clone.GameMain();
|
||||
game.Run();
|
||||
43
FNAF_Clone/app.manifest
Normal file
43
FNAF_Clone/app.manifest
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
|
||||
<assemblyIdentity version="1.0.0.0" name="FNAF_Clone"/>
|
||||
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
|
||||
<security>
|
||||
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
|
||||
</requestedPrivileges>
|
||||
</security>
|
||||
</trustInfo>
|
||||
|
||||
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
|
||||
<application>
|
||||
<!-- A list of the Windows versions that this application has been tested on and is
|
||||
is designed to work with. Uncomment the appropriate elements and Windows will
|
||||
automatically selected the most compatible environment. -->
|
||||
|
||||
<!-- Windows Vista -->
|
||||
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
|
||||
|
||||
<!-- Windows 7 -->
|
||||
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
|
||||
|
||||
<!-- Windows 8 -->
|
||||
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
|
||||
|
||||
<!-- Windows 8.1 -->
|
||||
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
|
||||
|
||||
<!-- Windows 10 -->
|
||||
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
|
||||
|
||||
</application>
|
||||
</compatibility>
|
||||
|
||||
<application xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<windowsSettings>
|
||||
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
|
||||
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
|
||||
</windowsSettings>
|
||||
</application>
|
||||
|
||||
</assembly>
|
||||
1
FNAF_Clone/lib/MonoGameLibrary.dll
Symbolic link
1
FNAF_Clone/lib/MonoGameLibrary.dll
Symbolic link
|
|
@ -0,0 +1 @@
|
|||
../../MonoGameLibrary/MonoGameLibrary/bin/Debug/net8.0/MonoGameLibrary.dll
|
||||
Loading…
Add table
Add a link
Reference in a new issue