当前位置: 首页>>代码示例>>C#>>正文


C# GUBP.RocketUBTArgs方法代码示例

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


在下文中一共展示了GUBP.RocketUBTArgs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: GetAgenda

        public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
        {
            var Agenda = new UE4Build.BuildAgenda();

			if (HostPlatform == UnrealTargetPlatform.Win64)
            {
				if (!GUBP.bForceIncrementalCompile)
				{
					Agenda.DotNetProjects.AddRange(
						new string[] 
						{
							CombinePaths(@"Engine\Source\Programs\UnrealControls\UnrealControls.csproj"),
						}
					);
				}
                Agenda.DotNetSolutions.AddRange(
						new string[] 
						{
							CombinePaths(@"Engine\Source\Programs\NetworkProfiler\NetworkProfiler.sln"),   
						}
                    );
                if (!GUBP.bForceIncrementalCompile)
                {
					Agenda.SwarmProject = CombinePaths(@"Engine\Source\Programs\UnrealSwarm\UnrealSwarm.sln");
				}
				
				bool WithIOS = !bp.BranchOptions.PlatformsToRemove.Contains(UnrealTargetPlatform.IOS);
				if ( WithIOS )
				{
					Agenda.IOSDotNetProjects.AddRange(
                        new string[]
						{
							CombinePaths(@"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj"),
							CombinePaths(@"Engine\Source\Programs\IOS\DeploymentServer\DeploymentServer.csproj"),
							CombinePaths(@"Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj"),
							CombinePaths(@"Engine\Source\Programs\IOS\DeploymentInterface\DeploymentInterface.csproj"),
						}
                    );
				}
            }

            string AddArgs = "-nobuilduht -skipactionhistory -CopyAppBundleBackToDevice" + bp.RocketUBTArgs(); ;

            foreach (var ProgramTarget in bp.Branch.BaseEngineProject.Properties.Programs)
            {
                bool bInternalOnly;
                bool SeparateNode;
				bool CrossCompile;
                if (ProgramTarget.Rules.GUBP_AlwaysBuildWithTools(HostPlatform, GUBP.bBuildRocket, out bInternalOnly, out SeparateNode, out CrossCompile) && ProgramTarget.Rules.SupportsPlatform(HostPlatform) && !bInternalOnly && !SeparateNode)
                {
                    foreach (var Plat in ProgramTarget.Rules.GUBP_ToolPlatforms(HostPlatform))
                    {
                        foreach (var Config in ProgramTarget.Rules.GUBP_ToolConfigs(HostPlatform))
                        {
                            Agenda.AddTargets(new string[] { ProgramTarget.TargetName }, Plat, Config, InAddArgs: AddArgs);
                        }
                    }
                }
            }

            return Agenda;
        }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:62,代码来源:GUBP.Automation.cs

示例2: DoTest

		public override void DoTest(GUBP bp)
		{
			var Build = new UE4Build(bp);
			var Agenda = new UE4Build.BuildAgenda();

			string AddArgs = "-nobuilduht" + bp.RocketUBTArgs();
			if (bp.bOrthogonalizeEditorPlatforms)
			{
				AddArgs += " -skipnonhostplatforms";
			}

			Agenda.AddTargets(
				new string[] { bp.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
				HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
			foreach (var ProgramTarget in bp.Branch.BaseEngineProject.Properties.Programs)
			{
				if (ProgramTarget.Rules.GUBP_AlwaysBuildWithBaseEditor() && ProgramTarget.Rules.SupportsPlatform(HostPlatform))
				{
					Agenda.AddTargets(new string[] { ProgramTarget.TargetName }, HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
				}
			}
			Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: false);

			UE4Build.CheckBuildProducts(Build.BuildProductFiles);
			SaveRecordOfSuccessAndAddToBuildProducts();
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:26,代码来源:GUBP.Automation.cs


注:本文中的GUBP.RocketUBTArgs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。