TwiIight114514 Posted June 15 Posted June 15 Hi everyone, I'm a huge fan of ADOFAI and have been playing it for a long time. I often use autoplay to practice song melodies, but I realized that the current autoplay system is completely perfect — it doesn't simulate human error at all. So I started working on a mod that introduces small, randomized timing offsets in autoplay to make it feel more like a human player. However, after placing my mod into the correct folder, the game doesn't seem to recognize it. The log shows: pgsql 复制编辑 [Info : BepInEx] 0 plugins to load So I’m wondering: what could be the possible reasons BepInEx doesn’t detect my mod DLL? Here’s what I’ve already checked: The code compiles without errors. I'm using the correct ADOFAI + BepInEx version (x64). The DLL architecture matches (compiled as x64). The folder path and naming format seem correct ().BepInEx/plugins/MyMod.dll I'm using C# and this is actually my first time creating a mod, so if my implementation is messy or lacks polish, I apologize in advance — please be gentle (。•́︿•̀。) I’ve attached my code and DLL file below for review. If anyone could help me troubleshoot what might be going wrong, I’d really appreciate it! using BepInEx; using UnityEngine; namespace ADOFIIModNamespace { [BepInPlugin("com.yourname.adofiimod", "ADOFIIMod", "1.0.0")] public class ADOFIIMod : BaseUnityPlugin { private bool isFeatureOn = false; private Rect windowRect = new Rect(20, 20, 200, 100); private int windowID = 12345; // 唯一ID void OnGUI() { windowRect = GUI.Window(windowID, windowRect, WindowFunction, "功能开关"); } void WindowFunction(int windowID) { if (GUILayout.Button(isFeatureOn ?“关闭功能” : “开启功能”)) { isFeatureOn = !isFeatureOn; Logger.LogInfo(“功能切换为: ” + (isFeatureOn ? ”开启" : "关闭")); } GUILayout.Label(“当前状态: ” + (isFeatureOn ? ”开启" : "关闭")); 图形用户界面。DragWindow(new Rect(0, 0, 10000, 20)); } } } ADOFIIMod.dll
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