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C# FileReference.GetFileName方法代码示例

本文整理汇总了C#中FileReference.GetFileName方法的典型用法代码示例。如果您正苦于以下问题:C# FileReference.GetFileName方法的具体用法?C# FileReference.GetFileName怎么用?C# FileReference.GetFileName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FileReference的用法示例。


在下文中一共展示了FileReference.GetFileName方法的7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: UProjectInfo

		UProjectInfo(FileReference InFilePath, bool bInIsCodeProject)
		{
			GameName = InFilePath.GetFileNameWithoutExtension();
			FileName = InFilePath.GetFileName();
			FilePath = InFilePath;
			Folder = FilePath.Directory;
			bIsCodeProject = bInIsCodeProject;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:UProjectInfo.cs

示例2: FileExists

 /// <summary>
 /// Checks if a file exists.
 /// </summary>
 /// <param name="fileSystem">The file system</param>
 /// <param name="filePath">The path to the file</param>
 /// <returns>A bool indicating if the file exists</returns>
 public static bool FileExists(this IFileSystem fileSystem, FileReference filePath)
 {
     return fileSystem.ListFilesInDirectory(filePath.GetDirectory())
         .Contains(filePath.GetFileName().FileLocation);
 }        
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:11,代码来源:IFileSystem.cs

示例3: AllocSourceFile

		/// <summary>
		/// Allocates a generator-specific source file object
		/// </summary>
		/// <param name="InitFilePath">Path to the source file on disk</param>
		/// <param name="InitProjectSubFolder">Optional sub-folder to put the file in.  If empty, this will be determined automatically from the file's path relative to the project file</param>
		/// <returns>The newly allocated source file object</returns>
		public override SourceFile AllocSourceFile(FileReference InitFilePath, DirectoryReference InitProjectSubFolder)
		{
			if (InitFilePath.GetFileName().StartsWith("."))
			{
				return null;
			}
			return new XcodeSourceFile(InitFilePath, InitProjectSubFolder);
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:14,代码来源:XcodeProject.cs

示例4: CompileCSharpProject

		// @todo Mac: Full implementation.
		public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile)
		{
			string ProjectDirectory = Path.GetDirectoryName(ProjectFileName.FullName);

			if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
			{
				RPCUtilHelper.CopyFile(ProjectFileName.FullName, ConvertPath(ProjectFileName.FullName), true);
				RPCUtilHelper.CopyFile("Engine/Source/Programs/DotNETCommon/MetaData.cs", ConvertPath("Engine/Source/Programs/DotNETCommon/MetaData.cs"), true);

				string[] FileList = Directory.GetFiles(ProjectDirectory, "*.cs", SearchOption.AllDirectories);
				foreach (string File in FileList)
				{
					RPCUtilHelper.CopyFile(File, ConvertPath(File), true);
				}
			}

			string XBuildArgs = "/verbosity:quiet /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU " + ProjectFileName.GetFileName();

			if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
			{
				RPCUtilHelper.Command(ConvertPath(ProjectDirectory), "xbuild", XBuildArgs, null);
			}
			else
			{
				Process XBuildProcess = new Process();
				XBuildProcess.StartInfo.WorkingDirectory = ProjectDirectory;
				XBuildProcess.StartInfo.FileName = "sh";
				XBuildProcess.StartInfo.Arguments = "-c 'xbuild " + XBuildArgs + " |grep -i error; if [ $? -ne 1 ]; then exit 1; else exit 0; fi'";
				XBuildProcess.OutputDataReceived += new DataReceivedEventHandler(OutputReceivedDataEventHandler);
				XBuildProcess.ErrorDataReceived += new DataReceivedEventHandler(OutputReceivedDataEventHandler);
				Utils.RunLocalProcess(XBuildProcess);
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:34,代码来源:MacToolChain.cs

示例5: PackagePlugin

	static void PackagePlugin(FileReference SourcePluginFile, IEnumerable<FileReference> BuildProducts, DirectoryReference TargetDir)
	{
		DirectoryReference SourcePluginDir = SourcePluginFile.Directory;

		// Copy all the files to the output directory
		FileReference[] SourceFiles = FilterPluginFiles(SourcePluginFile, BuildProducts).ToArray();
		foreach(FileReference SourceFile in SourceFiles)
		{
			FileReference TargetFile = FileReference.Combine(TargetDir, SourceFile.MakeRelativeTo(SourcePluginDir));
			CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName);
			CommandUtils.SetFileAttributes(TargetFile.FullName, ReadOnly: false);
		}

		// Get the output plugin filename
		FileReference TargetPluginFile = FileReference.Combine(TargetDir, SourcePluginFile.GetFileName());
		PluginDescriptor NewDescriptor = PluginDescriptor.FromFile(TargetPluginFile, false);
		NewDescriptor.bEnabledByDefault = true;
		NewDescriptor.bInstalled = true;
		NewDescriptor.Save(TargetPluginFile.FullName, false);
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:20,代码来源:BuildPluginCommand.Automation.cs

示例6: CreateHostProject

	FileReference CreateHostProject(FileReference HostProjectFile, FileReference PluginFile)
	{
		DirectoryReference HostProjectDir = HostProjectFile.Directory;
		HostProjectDir.CreateDirectory();

		// Create the new project descriptor
		File.WriteAllText(HostProjectFile.FullName, "{ \"FileVersion\": 3, \"Plugins\": [ { \"Name\": \"" + PluginFile.GetFileNameWithoutExtension() + "\", \"Enabled\": true } ] }");

		// Get the plugin directory in the host project, and copy all the files in
		DirectoryReference HostProjectPluginDir = DirectoryReference.Combine(HostProjectDir, "Plugins", PluginFile.GetFileNameWithoutExtension());
		CommandUtils.ThreadedCopyFiles(PluginFile.Directory.FullName, HostProjectPluginDir.FullName);
		CommandUtils.DeleteDirectory(true, DirectoryReference.Combine(HostProjectPluginDir, "Intermediate").FullName);

		// Return the path to the plugin file in the host project
		return FileReference.Combine(HostProjectPluginDir, PluginFile.GetFileName());
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:16,代码来源:BuildPluginCommand.Automation.cs

示例7: CompileCSharpProject

		public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile)
		{
			// Initialize environment variables required for spawned tools.
			VCEnvironment EnvVars = VCEnvironment.SetEnvironment(CompileEnvironment.EnvironmentTargetPlatform, bSupportWindowsXP);

			Action BuildProjectAction = new Action(ActionType.BuildProject);

			// Specify the source file (prerequisite) for the action
			FileItem ProjectFileItem = FileItem.GetExistingItemByFileReference(ProjectFileName);
			if (ProjectFileItem == null)
			{
				throw new BuildException("Expected C# project file {0} to exist.", ProjectFileName);
			}

			// Add the project and the files contained to the prerequisites.
			BuildProjectAction.PrerequisiteItems.Add(ProjectFileItem);
			VCSharpProjectFile ProjectFile = new VCSharpProjectFile(ProjectFileName);
			List<string> ProjectPreReqs = ProjectFile.GetCSharpDependencies();
			DirectoryReference ProjectFolder = ProjectFileName.Directory;
			foreach (string ProjectPreReqRelativePath in ProjectPreReqs)
			{
				FileReference ProjectPreReqAbsolutePath = FileReference.Combine(ProjectFolder, ProjectPreReqRelativePath);
				FileItem ProjectPreReqFileItem = FileItem.GetExistingItemByFileReference(ProjectPreReqAbsolutePath);
				if (ProjectPreReqFileItem == null)
				{
					throw new BuildException("Expected C# dependency {0} to exist.", ProjectPreReqAbsolutePath);
				}
				BuildProjectAction.PrerequisiteItems.Add(ProjectPreReqFileItem);
			}

			// We might be able to distribute this safely, but it doesn't take any time.
			BuildProjectAction.bCanExecuteRemotely = false;

			// Setup execution via MSBuild.
			BuildProjectAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
			BuildProjectAction.StatusDescription = ProjectFileName.GetFileName();
			BuildProjectAction.CommandPath = EnvVars.MSBuildPath;
			if (CompileEnvironment.TargetConfiguration == CSharpTargetConfiguration.Debug)
			{
				BuildProjectAction.CommandArguments = " /target:rebuild /property:Configuration=Debug";
			}
			else
			{
				BuildProjectAction.CommandArguments = " /target:rebuild /property:Configuration=Development";
			}

			// Be less verbose
			BuildProjectAction.CommandArguments += " /nologo /verbosity:minimal";

			// Add project
			BuildProjectAction.CommandArguments += String.Format(" \"{0}\"", ProjectFileItem.AbsolutePath);

			// Specify the output files.
			FileReference PDBFilePath = FileReference.Combine(DestinationFile.Directory, DestinationFile.GetFileNameWithoutExtension() + ".pdb");
			FileItem PDBFile = FileItem.GetItemByFileReference(PDBFilePath);
			BuildProjectAction.ProducedItems.Add(FileItem.GetItemByFileReference(DestinationFile));
			BuildProjectAction.ProducedItems.Add(PDBFile);
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:58,代码来源:VCToolChain.cs


注:本文中的FileReference.GetFileName方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。