- Supports NVDA, JAWS and SAPI
- Narrates/Speaks dialogues - Narrates/Speaks health and stamina on pressing `R`master
commit
218e418945
|
@ -0,0 +1,63 @@
|
|||
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|
||||
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# Visual Studio 2015/2017 cache/options directory
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#wwwroot/
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# Visual Studio 2017 auto generated files
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# MSTest test Results
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# NUnit
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||||
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# Build Results of an ATL Project
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# Benchmark Results
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# ASP.NET Scaffolding
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ScaffoldingReadMe.txt
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# StyleCop
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StyleCopReport.xml
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# Files built by Visual Studio
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# Chutzpah Test files
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# Visual C++ cache files
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*.sdf
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# Visual Studio profiler
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# Visual Studio Trace Files
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_ReSharper*/
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*.[Rr]e[Ss]harper
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# TeamCity is a build add-in
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_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# AxoCover is a Code Coverage Tool
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# Coverlet is a free, cross platform Code Coverage Tool
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coverage*.json
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# Visual Studio code coverage results
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*.coverage
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*.coveragexml
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# NCrunch
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_NCrunch_*
|
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.*crunch*.local.xml
|
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nCrunchTemp_*
|
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|
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# MightyMoose
|
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*.mm.*
|
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# Web workbench (sass)
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# DocProject is a documentation generator add-in
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# Click-Once directory
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publish/
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# Publish Web Output
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*.[Pp]ublish.xml
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*.azurePubxml
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# Note: Comment the next line if you want to checkin your web deploy settings,
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# but database connection strings (with potential passwords) will be unencrypted
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*.pubxml
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*.publishproj
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# Microsoft Azure Web App publish settings. Comment the next line if you want to
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# checkin your Azure Web App publish settings, but sensitive information contained
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# in these scripts will be unencrypted
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# NuGet Packages
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# except build/, which is used as an MSBuild target.
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# Uncomment if necessary however generally it will be regenerated when needed
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# NuGet v3's project.json files produces more ignorable files
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# Microsoft Azure Build Output
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# but keep track of directories ending in .cache
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# Others
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|
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|
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|
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|
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|
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|
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# Including strong name files can present a security risk
|
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# Since there are multiple workflows, uncomment next line to ignore bower_components
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|
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|
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# SQL Server files
|
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|
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*.ndf
|
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|
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# Business Intelligence projects
|
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*.rdl.data
|
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*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
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*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
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|
||||
# GhostDoc plugin setting file
|
||||
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|
||||
|
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# Node.js Tools for Visual Studio
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|
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|
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|
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# Visual Studio 6 build log
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|
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# Visual Studio 6 workspace options file
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*.opt
|
||||
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# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
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|
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|
||||
# Visual Studio LightSwitch build output
|
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**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
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|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
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|
||||
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|
||||
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|
||||
|
||||
# OpenCover UI analysis results
|
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OpenCover/
|
||||
|
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ASALocalRun/
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|
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# MSBuild Binary and Structured Log
|
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# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
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# MFractors (Xamarin productivity tool) working folder
|
||||
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|
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|
||||
# Local History for Visual Studio
|
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|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
|
@ -0,0 +1,25 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.0.31919.166
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "stardew-access", "stardew-access\stardew-access.csproj", "{8E09FAAE-94D4-4841-85FD-E1D49D4D3CBC}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{8E09FAAE-94D4-4841-85FD-E1D49D4D3CBC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{8E09FAAE-94D4-4841-85FD-E1D49D4D3CBC}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{8E09FAAE-94D4-4841-85FD-E1D49D4D3CBC}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{8E09FAAE-94D4-4841-85FD-E1D49D4D3CBC}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {0D715299-364C-41CF-A926-D3F115294FDD}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -0,0 +1,44 @@
|
|||
using StardewValley;
|
||||
using StardewModdingAPI;
|
||||
|
||||
namespace stardew_access.Game
|
||||
{
|
||||
internal class CurrentPlayer
|
||||
{
|
||||
private static Farmer player = null;
|
||||
|
||||
CurrentPlayer()
|
||||
{
|
||||
}
|
||||
|
||||
private static void initPlayer()
|
||||
{
|
||||
player = Game1.player;
|
||||
}
|
||||
|
||||
public static int getHealth()
|
||||
{
|
||||
if(player == null)
|
||||
initPlayer();
|
||||
|
||||
int maxHealth = player.maxHealth;
|
||||
int currentHealth = player.health;
|
||||
|
||||
int healthPercentage = (int) (currentHealth * 100)/maxHealth;
|
||||
return healthPercentage;
|
||||
}
|
||||
|
||||
public static int getStamina()
|
||||
{
|
||||
if (player == null)
|
||||
initPlayer();
|
||||
|
||||
int maxStamina = player.maxStamina;
|
||||
int currentStamine = (int)player.stamina;
|
||||
|
||||
int staminaPercentage = (int)(currentStamine * 100) / maxStamina;
|
||||
|
||||
return staminaPercentage;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,117 @@
|
|||
using AccessibleOutput;
|
||||
using stardew_access.Game;
|
||||
using StardewModdingAPI;
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewValley;
|
||||
using HarmonyLib;
|
||||
|
||||
namespace stardew_access
|
||||
{
|
||||
/// <summary>The mod entry point.</summary>
|
||||
public class MainClass : Mod
|
||||
{
|
||||
public static IAccessibleOutput screenReader;
|
||||
Harmony harmony;
|
||||
public static IMonitor monitor;
|
||||
/*********
|
||||
** 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)
|
||||
{
|
||||
// Inititalize monitor
|
||||
monitor = Monitor;
|
||||
|
||||
// Initialize the screen reader
|
||||
initializeScreenReader();
|
||||
|
||||
// Init harmony
|
||||
harmony = new Harmony(ModManifest.UniqueID);
|
||||
|
||||
// Add patches
|
||||
harmony.Patch(
|
||||
original: AccessTools.Constructor(typeof(StardewValley.Menus.DialogueBox), new Type[] { typeof(Dialogue) }),
|
||||
postfix: new HarmonyMethod(typeof(MainClass), nameof(MainClass.Dialog_post))
|
||||
);
|
||||
|
||||
harmony.Patch(
|
||||
original:,
|
||||
postfix:
|
||||
);
|
||||
|
||||
|
||||
helper.Events.Input.ButtonPressed += this.OnButtonPressed;
|
||||
}
|
||||
|
||||
private static void Dialog_post(Dialogue dialogue)
|
||||
{
|
||||
try
|
||||
{
|
||||
string speakerName = dialogue.speaker.Name;
|
||||
List<string> dialogues = dialogue.dialogues;
|
||||
int dialogueIndex = dialogue.currentDialogueIndex;
|
||||
|
||||
screenReader.Speak($"{speakerName} said, {dialogues[dialogueIndex]}", false);
|
||||
monitor.Log($"Dialogue", LogLevel.Info);
|
||||
}catch (Exception e)
|
||||
{
|
||||
monitor.Log($"Unable to narrate dialog:\n{e.StackTrace}", LogLevel.Error);
|
||||
}
|
||||
}
|
||||
|
||||
private void initializeScreenReader()
|
||||
{
|
||||
NvdaOutput nvdaOutput = null;
|
||||
JawsOutput jawsOutput = null;
|
||||
SapiOutput sapiOutput = null;
|
||||
|
||||
// Initialize NVDA
|
||||
try{
|
||||
nvdaOutput = new NvdaOutput();
|
||||
}catch(Exception ex){
|
||||
Monitor.Log($"Error initializing NVDA:\n{ex.StackTrace}", LogLevel.Error);
|
||||
}
|
||||
|
||||
// Initialize JAWS
|
||||
try
|
||||
{
|
||||
jawsOutput = new JawsOutput();
|
||||
}catch (Exception ex){
|
||||
Monitor.Log($"Error initializing JAWS:\n{ex.StackTrace}", LogLevel.Error);
|
||||
}
|
||||
|
||||
// Initialize SAPI
|
||||
try
|
||||
{
|
||||
sapiOutput = new SapiOutput();
|
||||
}catch (Exception ex){
|
||||
Monitor.Log($"Error initializing SAPI:\n{ex.StackTrace}", LogLevel.Error);
|
||||
}
|
||||
|
||||
if (nvdaOutput != null && nvdaOutput.IsAvailable())
|
||||
screenReader = nvdaOutput;
|
||||
|
||||
if(jawsOutput != null && jawsOutput.IsAvailable())
|
||||
screenReader = jawsOutput;
|
||||
|
||||
if (sapiOutput != null && sapiOutput.IsAvailable())
|
||||
screenReader = sapiOutput;
|
||||
}
|
||||
|
||||
|
||||
private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
|
||||
{
|
||||
// ignore if player hasn't loaded a save yet
|
||||
if (!Context.IsWorldReady)
|
||||
return;
|
||||
|
||||
// Narrate Health And Energy
|
||||
if (Equals(e.Button, SButton.R))
|
||||
{
|
||||
screenReader.Speak($"Health is {CurrentPlayer.getHealth()} and Stamina is {CurrentPlayer.getStamina()}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"Name": "Stardew Access",
|
||||
"Author": "Mohammad Shoaib",
|
||||
"Version": "1.0.0",
|
||||
"Description": "<One or two sentences about the mod>",
|
||||
"UniqueID": "shoaib.stardewaccess",
|
||||
"EntryDll": "stardew-access.dll",
|
||||
"MinimumApiVersion": "3.0.0",
|
||||
"UpdateKeys": []
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net452</TargetFramework>
|
||||
<RootNamespace>stardew_access</RootNamespace>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<LangVersion>preview</LangVersion>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="AccessibleOutput" Version="1.0.0" />
|
||||
<PackageReference Include="Lib.Harmony" Version="2.1.1" />
|
||||
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="System.Net" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,17 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net452</TargetFramework>
|
||||
<RootNamespace>stardew_access</RootNamespace>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<LangVersion>preview</LangVersion>
|
||||
<summary>MainClass.ModEntry</summary>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="AccessibleOutput" Version="1.0.0" />
|
||||
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
Loading…
Reference in New Issue