I had to go trough some steps to get a working CocosSharp.Content.Pipeline.Importers.dll assembly that I can use with the monogame content pipeline. I had to change a few things, as the projects that are included in CocosSharp seem to be aimed at the legacy XNA content building stack, with VS2010 etc...
The effort was mainly to get a "Any CPU" windows assembly that can be loaded by the pipeline tool. Rebuilding the pipeline tool with a reference tot the cocossharp assembly probably isn't needed, as I realized after I had done all these steps, so you can probably skip the steps for building Pipeline.Windows again (in part 3.)
Anyway, here are the steps. I have also uploaded a screenshot of the pipeline tool with the cocossharp targets included. If anyone knows a simpler way, please let me know :-) It would be nice if the project for building this could be included in the cocossharp source.
(sorry if all this is not very readable, but this forum software does strange things to formatting)
(all steps below done on a Windows7 system with VS2013)
Get the CocosSharp source from GitHub
Build the MonoGame project files with ./MonogGame/ProtoBuild.exe
open ./MonoGame/MonoGame.Framework.Windows.sln, Build it (Release in my case)
(--> now there is a PipeLine.exe in ./MonoGame/Tools/Pipeline/bin/Windows/AnyCPU/Release which works, but doesn't have the CocosSharp specific pipelines in it)
Open the project /cocos2d.Content.Pipeline.Importers/CocosSharp.Content.Pipeline.Importers.csproj
Save the new solution in CocosSharp.Content.Pipeline.Importers.sln in the same folder
Add to the same solution the following projects :
in the PipeLine.Importers project remove the Microsoft.Xna.* references, and add references to :
in the PipeLine.Importers project remove the CocosSharp.Windows reference and replace it with a reference to CocosSharp.WindowsGL
Remove with notepad in the PipeLine.Importers the following line
Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.ContentPipelineExtensions.targets"
and save the project, you now have to reload it in VS2013
(previous step is important, it had me stumped for a while but you need it to execute the following step)
In the configuration manager add "Any CPU" to the platform box (New, copy from X86, uncheck the 'create new solutions platform' checbox)
Build the solution (ANY CPU, Release in my case)
(--> now there is a CocosSharp.Content.Pipeline.Importers.dll assembly in \cocos2d.Content.Pipeline.Importers\bin\Release)
Open the solution ./MonoGame/MonoGame.Framework.Windows.sln again
In the PipeLine.Windows project add a reference to the CocosSharp.Content.Pipeline.Importers.dll assembly in above folder
(this previous step is probably redundant as the pipeline assembly is loaded dynamically, see below)
Build PipeLine.Windows again
Run the pipeline.execute and create a new project
Open the references dialog in settings and add the exact path to the CocosSharp.Content.Pipeline.Importers.dll assembly! This makes the tool enumerate the importers dynamically!
--> You now have a working \MonoGame\Tools\Pipeline\bin\Windows\AnyCPU\Release\PipeLine.exe WITH support for CocosSharp specific content!
(I had to close and open the project again to get the importer and processor combo boxes filled with the cocossharp projects types, see screenshot)