Ignore assembly references, add project, modify README

This commit is contained in:
2026-06-07 05:10:01 -07:00
parent ddad08bc2a
commit 2e38e86fe2
6 changed files with 141 additions and 0 deletions

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Plugin.cs Normal file
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using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using BepInEx.Unity.IL2CPP;
using Radium.PingPongPatch.Managers;
using UnityEngine;
namespace Radium.PingPongPatch;
[BepInPlugin("com.radium.pingpong", "Radium.PingPongPatch", "1.0.0")]
internal class Plugin : BasePlugin
{
internal static new ManualLogSource Log;
#region Config
/// <summary>
/// If this plugin should be enabled or not or if we should break before anything gets patched
/// </summary>
internal static ConfigEntry<bool> Enabled;
/// <summary>
/// Determines if we should show a UI for FPS
/// </summary>
internal static ConfigEntry<bool> ShowFPS;
/// <summary>
/// Determines if we should show a UI for local ping
/// </summary>
internal static ConfigEntry<bool> ShowPing;
#endregion
public override void Load()
{
Log = base.Log;
Enabled = Config.Bind(section: "General", key: "Enabled", defaultValue: true, description: "Determines if the patch is enabled.");
if (!Enabled.Value) return;
ShowFPS = Config.Bind(section: "General", key: "Show FPS", defaultValue: true, description: "Determines if we should show a UI for FPS");
ShowPing = Config.Bind(section: "General", key: "Show Ping", defaultValue: true, description: "Determines if we should show a UI for local ping");
AddComponent<PingPongManager>();
Log.LogInfo($"Ping, pong, ping, pong, ping, pong! Scram, you two! This is my bedroom now! No way, this is our REC ROOM");
}
}