本文整理汇总了C#中GUBP.GetMonolithicPlatformsForUProject方法的典型用法代码示例。如果您正苦于以下问题:C# GUBP.GetMonolithicPlatformsForUProject方法的具体用法?C# GUBP.GetMonolithicPlatformsForUProject怎么用?C# GUBP.GetMonolithicPlatformsForUProject使用的例子?那么, 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GUBP
的用法示例。
在下文中一共展示了GUBP.GetMonolithicPlatformsForUProject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: GameAggregatePromotableNode
public GameAggregatePromotableNode(GUBP bp, List<UnrealTargetPlatform> InHostPlatforms, BranchInfo.BranchUProject InGameProj)
: base(InHostPlatforms, InGameProj.GameName)
{
GameProj = InGameProj;
foreach (var HostPlatform in HostPlatforms)
{
if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
{
AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
}
// add all of the platforms I use
{
var Platforms = bp.GetMonolithicPlatformsForUProject(HostPlatform, InGameProj, false);
foreach (var Plat in Platforms)
{
AddDependency(EditorPlatformNode.StaticGetFullName(HostPlatform, Plat));
}
}
{
var Platforms = bp.GetMonolithicPlatformsForUProject(HostPlatform, InGameProj, true);
foreach (var Plat in Platforms)
{
AddDependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, Plat));
}
}
}
}
示例2: GameAggregatePromotableNode
public GameAggregatePromotableNode(GUBP bp, List<UnrealTargetPlatform> InHostPlatforms, BranchInfo.BranchUProject InGameProj, bool IsSeparate)
: base(InHostPlatforms, InGameProj.GameName)
{
GameProj = InGameProj;
foreach (var HostPlatform in HostPlatforms)
{
AddDependency(RootEditorNode.StaticGetFullName(HostPlatform));
if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
{
AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
}
// add all of the platforms I use
{
var Platforms = bp.GetMonolithicPlatformsForUProject(HostPlatform, InGameProj, false);
if (bp.bOrthogonalizeEditorPlatforms)
{
foreach (var Plat in Platforms)
{
AddDependency(EditorPlatformNode.StaticGetFullName(HostPlatform, Plat));
}
}
}
{
if (!GameProj.Options(HostPlatform).bPromoteEditorOnly)
{
var Platforms = bp.GetMonolithicPlatformsForUProject(HostPlatform, InGameProj, true);
foreach (var Plat in Platforms)
{
AddDependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, Plat));
if (Plat == UnrealTargetPlatform.Win32 && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Game))
{
if (GameProj.Properties.Targets[TargetRules.TargetType.Game].Rules.GUBP_BuildWindowsXPMonolithics())
{
AddDependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, Plat, true));
}
}
}
}
}
}
}