本文整理汇总了C#中BranchInfo.FindGame方法的典型用法代码示例。如果您正苦于以下问题:C# BranchInfo.FindGame方法的具体用法?C# BranchInfo.FindGame怎么用?C# BranchInfo.FindGame使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BranchInfo
的用法示例。
在下文中一共展示了BranchInfo.FindGame方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AddNodesForBranch
//.........这里部分代码省略.........
}
}
if (ProgramTarget.Rules.GUBP_IncludeNonUnityToolTest())
{
BranchConfig.AddNode(new NonUnityToolNode(HostPlatform, ProgramTarget));
}
}
}
}
BranchConfig.AddNode(new EditorAndToolsNode(this, HostPlatform));
}
bool DoASharedPromotable = false;
int NumSharedCode = 0;
foreach (var CodeProj in Branch.CodeProjects)
{
var Options = CodeProj.Options(HostPlatform);
if (Options.bIsPromotable && !Options.bSeparateGamePromotion)
{
NumSharedCode++;
}
}
var NonCodeProjectNames = new Dictionary<string, List<UnrealTargetPlatform>>();
var NonCodeFormalBuilds = new Dictionary<string, List<TargetRules.GUBPFormalBuild>>();
{
var Target = Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor];
foreach (var Codeless in Target.Rules.GUBP_NonCodeProjects_BaseEditorTypeOnly(HostPlatform))
{
var Proj = Branch.FindGame(Codeless.Key);
if (Proj == null)
{
LogVerbose("{0} was listed as a codeless project by GUBP_NonCodeProjects_BaseEditorTypeOnly, however it does not exist in this branch.", Codeless.Key);
}
else if (Proj.Properties.bIsCodeBasedProject)
{
if (!Branch.NonCodeProjects.Contains(Proj))
{
Branch.NonCodeProjects.Add(Proj);
NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
}
}
else
{
NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
}
}
var TempNonCodeFormalBuilds = Target.Rules.GUBP_GetNonCodeFormalBuilds_BaseEditorTypeOnly();
var HostMonos = GamePlatformMonolithicsNode.GetMonolithicPlatformsForUProject(HostPlatform, ActivePlatforms, Branch.BaseEngineProject, true, bNoIOSOnPC);
foreach (var Codeless in TempNonCodeFormalBuilds)
{
if (NonCodeProjectNames.ContainsKey(Codeless.Key))
{
var PlatList = Codeless.Value;
var NewPlatList = new List<TargetRules.GUBPFormalBuild>();
foreach (var PlatPair in PlatList)
{
if (HostMonos.Contains(PlatPair.TargetPlatform))
{
NewPlatList.Add(PlatPair);
示例2: ExecuteBuild
//.........这里部分代码省略.........
foreach (var Plat in ActivePlatforms)
{
if (Plat != HostPlatform && Plat != GetAltHostPlatform(HostPlatform))
{
if (Platform.Platforms[HostPlatform].CanHostPlatform(Plat))
{
AddNode(new EditorPlatformNode(HostPlatform, Plat));
}
}
}
}
}
bool DoASharedPromotable = false;
int NumSharedCode = 0;
foreach (var CodeProj in Branch.CodeProjects)
{
var Options = CodeProj.Options(HostPlatform);
if (Options.bIsPromotable && !Options.bSeparateGamePromotion)
{
NumSharedCode++;
}
}
var NonCodeProjectNames = new Dictionary<string, List<UnrealTargetPlatform>>();
var NonCodeFormalBuilds = new Dictionary<string, List<TargetRules.GUBPFormalBuild>>();
{
var Target = Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor];
foreach (var Codeless in Target.Rules.GUBP_NonCodeProjects_BaseEditorTypeOnly(HostPlatform))
{
var Proj = Branch.FindGame(Codeless.Key);
if (Proj == null)
{
Log(System.Diagnostics.TraceEventType.Information, "{0} was listed as a codeless project by GUBP_NonCodeProjects_BaseEditorTypeOnly, however it does not exist in this branch.", Codeless.Key);
}
else if (Proj.Properties.bIsCodeBasedProject)
{
if (!Branch.NonCodeProjects.Contains(Proj))
{
Branch.NonCodeProjects.Add(Proj);
NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
}
}
else
{
NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
}
}
var TempNonCodeFormalBuilds = Target.Rules.GUBP_GetNonCodeFormalBuilds_BaseEditorTypeOnly();
var HostMonos = GetMonolithicPlatformsForUProject(HostPlatform, Branch.BaseEngineProject, true);
foreach (var Codeless in TempNonCodeFormalBuilds)
{
if (NonCodeProjectNames.ContainsKey(Codeless.Key))
{
var PlatList = Codeless.Value;
var NewPlatList = new List<TargetRules.GUBPFormalBuild>();
foreach (var PlatPair in PlatList)
{
if (HostMonos.Contains(PlatPair.TargetPlatform))
{
NewPlatList.Add(PlatPair);