namespace ReCodeIt.Models; /// /// All settings container /// public class Settings { public AppSettings AppSettings { get; set; } public RemapperSettings Remapper { get; set; } public AutoMapperSettings AutoMapper { get; set; } public CrossPatchingSettings CrossPatching { get; set; } } /// /// These are settings for the application /// public class AppSettings { public bool Debug { get; set; } public bool SilentMode { get; set; } public bool RenameFields { get; set; } public bool RenameProperties { get; set; } } /// /// These are settings for the manual remapper /// public class RemapperSettings { /// /// Path to the assembly we want to remap /// public string AssemblyPath { get; set; } /// /// Path including the filename and extension we want to write the changes to /// public string OutputPath { get; set; } /// /// Path to the mapping file /// public string MappingPath { get; set; } public MappingSettings MappingSettings { get; set; } } /// /// These are settings for the auto mapping /// public class AutoMapperSettings { /// /// Path to the assembly we want to remap /// public string AssemblyPath { get; set; } /// /// Path including the filename and extension we want to write the changes to /// public string OutputPath { get; set; } /// /// Minimum number of times a member must have this name in the assembly before considering it /// for remapping /// public int RequiredMatches { get; set; } /// /// Minimum length of the field/property name in code before it will be considered for a rename /// public int MinLengthToMatch { get; set; } /// /// Will attempt to map types from method meta data and parameters /// public bool SearchMethods { get; set; } public MappingSettings MappingSettings { get; set; } /// /// Any member name you want to ignore while iterating through the assembly /// public List TypesToIgnore { get; set; } /// /// The auto mapper will look for these tokens in class names and prioritize those /// public List TokensToMatch { get; set; } /// /// Property or fields names to ignore in the automap, these are case sanitized so case does not matter /// public List PropertyFieldBlackList { get; set; } /// /// method parameter names to ignore in the automap, these are case sanitized so case does not matter /// public List MethodParamaterBlackList { get; set; } } /// /// These are settings for the cross patching module /// public class CrossPatchingSettings { /// /// The path to the original assembly to use as a reference, for unity games its /// 'Assembly-CSharp.dll' from the games Data/Managed Folder /// public string OriginalAssemblyPath { get; set; } /// /// Where should the new reference dll be placed? (This is the remapped one you reference in /// your project) /// public string ReferencePath { get; set; } /// /// Path to the mapping file /// public string MappingPath { get; set; } /// /// The build path of your project, specifically the absolute path of your projects output assembly. /// public string TargetProjectAssemblyBuildPath { get; set; } /// /// Where should the final cross patched dll be placed? (This is the one you test/distribute with) /// public string OutputPath { get; set; } } /// /// These are settings that all versions of the remappers use /// public class MappingSettings { /// /// Names of fields of the matched type will be renamed to the type name with approproiate convention /// public bool RenameFields { get; set; } /// /// Names of properties of the matched type will be renamed to the type name with approproiate convention /// public bool RenameProperties { get; set; } /// /// Publicize all types, methods, and properties : NOTE: Not run until after the remap has completed /// public bool Publicize { get; set; } /// /// Unseal all types : NOTE: Not run until after the remap has completed /// public bool Unseal { get; set; } }