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, 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.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;
}
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();
}