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C# UnrealTargetConfiguration类代码示例

本文整理汇总了C#中UnrealTargetConfiguration的典型用法代码示例。如果您正苦于以下问题:C# UnrealTargetConfiguration类的具体用法?C# UnrealTargetConfiguration怎么用?C# UnrealTargetConfiguration使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


UnrealTargetConfiguration类属于命名空间,在下文中一共展示了UnrealTargetConfiguration类的15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: UEBuildServer

		public UEBuildServer(
			string InGameName, 
			UnrealTargetPlatform InPlatform, 
			UnrealTargetConfiguration InConfiguration,
			TargetRules InRulesObject,
			List<string> InAdditionalDefinitions, 
			string InRemoteRoot, 
			List<OnlyModule> InOnlyModules,
			bool bInEditorRecompile)
			// NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one
			//       program executable, so we want the application name to be the game name.  In the case of a modular
			//       binary, we use 'UnrealEngine' for our application name
			: base(
				InAppName:UEBuildTarget.GetBinaryBaseName(InGameName, InRulesObject, InPlatform, InConfiguration, "Server"),
				InGameName:InGameName,
				InPlatform:InPlatform,
				InConfiguration:InConfiguration,
				InRulesObject: InRulesObject, 
				InAdditionalDefinitions:InAdditionalDefinitions,
				InRemoteRoot:InRemoteRoot,
				InOnlyModules:InOnlyModules,
				bInEditorRecompile: bInEditorRecompile
			)
		{
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:25,代码来源:UEBuildServer.cs

示例2: AddPluginToAgenda

    static void AddPluginToAgenda(UE4Build.BuildAgenda Agenda, string PluginFileName, PluginDescriptor Plugin, string TargetName, TargetRules.TargetType TargetType, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, List<string> ReceiptFileNames, string InAdditionalArgs)
    {
        // Find a list of modules that need to be built for this plugin
        List<string> ModuleNames = new List<string>();
        foreach(ModuleDescriptor Module in Plugin.Modules)
        {
            bool bBuildDeveloperTools = (TargetType == TargetRules.TargetType.Editor || TargetType == TargetRules.TargetType.Program);
            bool bBuildEditor = (TargetType == TargetRules.TargetType.Editor);
            if(Module.IsCompiledInConfiguration(Platform, TargetType, bBuildDeveloperTools, bBuildEditor))
            {
                ModuleNames.Add(Module.Name);
            }
        }

        // Add these modules to the build agenda
        if(ModuleNames.Count > 0)
        {
            string Arguments = String.Format("-plugin {0}", CommandUtils.MakePathSafeToUseWithCommandLine(PluginFileName));
            foreach(string ModuleName in ModuleNames)
            {
                Arguments += String.Format(" -module {0}", ModuleName);
            }

            string ReceiptFileName = BuildReceipt.GetDefaultPath(Path.GetDirectoryName(PluginFileName), TargetName, Platform, Configuration, "");
            Arguments += String.Format(" -receipt {0}", CommandUtils.MakePathSafeToUseWithCommandLine(ReceiptFileName));
            ReceiptFileNames.Add(ReceiptFileName);

            if(!String.IsNullOrEmpty(InAdditionalArgs))
            {
                Arguments += InAdditionalArgs;
            }

            Agenda.AddTarget(TargetName, Platform, Configuration, InAddArgs: Arguments);
        }
    }
开发者ID:mymei,项目名称:UE4,代码行数:35,代码来源:BuildPluginCommand.Automation.cs

示例3: UEBuildClient

        // NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one
        //       program executable, so we want the application name to be the game name.  In the case of a modular
        //       binary, we use 'UnrealEngine' for our application name
        public UEBuildClient(
			string InGameName, 
			UnrealTargetPlatform InPlatform, 
			UnrealTargetConfiguration InConfiguration,
			TargetRules InRulesObject,
			List<string> InAdditionalDefinitions, 
			string InRemoteRoot, 
			List<OnlyModule> InOnlyModules)
            : base(InAppName: UEBuildTarget.GetBinaryBaseName(InGameName, InRulesObject, InPlatform, InConfiguration, "Client"),
                InGameName: InGameName,
                InPlatform: InPlatform,
                InConfiguration: InConfiguration,
                InRulesObject: InRulesObject,
                InAdditionalDefinitions: InAdditionalDefinitions,
                InRemoteRoot: InRemoteRoot,
                InOnlyModules: InOnlyModules)
        {
            if (ShouldCompileMonolithic())
            {
                if ((UnrealBuildTool.IsDesktopPlatform(Platform) == false) ||
                    (Platform == UnrealTargetPlatform.WinRT) ||
                    (Platform == UnrealTargetPlatform.WinRT_ARM))
                {
                    // We are compiling for a console...
                    // We want the output to go into the <GAME>\Binaries folder
                    if (InRulesObject.bOutputToEngineBinaries == false)
                    {
                        OutputPath = OutputPath.Replace("Engine\\Binaries", InGameName + "\\Binaries");
                    }
                }
            }
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:35,代码来源:UEBuildClient.cs

示例4: UEBuildEditor

        // NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one
        //       program executable, so we want the application name to be the game name.  In the case of a modular
        //       binary, we use 'UnrealEngine' for our application name
        public UEBuildEditor(
			string InGameName, 
			UnrealTargetPlatform InPlatform, 
			UnrealTargetConfiguration InConfiguration,
			TargetRules InRulesObject,
			List<string> InAdditionalDefinitions, 
			string InRemoteRoot, 
			List<OnlyModule> InOnlyModules,
			bool bInEditorRecompile)
            : base(InAppName:UEBuildTarget.GetBinaryBaseName(
					InGameName, 
					InRulesObject, 
					InPlatform, 
					InConfiguration, 
					(InRulesObject.Type == TargetRules.TargetType.Editor) ? "Editor" : ""
					),
				InGameName:InGameName, 
				InPlatform:InPlatform, 
				InConfiguration:InConfiguration,
				InRulesObject: InRulesObject, 
				InAdditionalDefinitions:InAdditionalDefinitions, 
				InRemoteRoot:InRemoteRoot, 
				InOnlyModules:InOnlyModules,
				bInEditorRecompile: bInEditorRecompile)
        {
        }
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:29,代码来源:UEBuildEditor.cs

示例5: GetAPEXLibraryMode

	static APEXLibraryMode GetAPEXLibraryMode(UnrealTargetConfiguration Config)
	{
		switch (Config)
		{
			case UnrealTargetConfiguration.Debug:
                if (BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
                {
                    return APEXLibraryMode.Debug;
                }
                else
                {
                    return APEXLibraryMode.Checked;
                }
			case UnrealTargetConfiguration.Shipping:
			case UnrealTargetConfiguration.Test:
				return APEXLibraryMode.Shipping;
			case UnrealTargetConfiguration.Development:
			case UnrealTargetConfiguration.DebugGame:
			case UnrealTargetConfiguration.Unknown:
			default:
                if(BuildConfiguration.bUseShippingPhysXLibraries)
                {
                    return APEXLibraryMode.Shipping;
                }
                else if (BuildConfiguration.bUseCheckedPhysXLibraries)
                {
                    return APEXLibraryMode.Checked;
                }
                else
                {
                    return APEXLibraryMode.Profile;
                }
		}
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:34,代码来源:APEX.Build.cs

示例6: GetVisualStudioPlatformName

		/**
		 *	Return the VisualStudio platform name for this build platform
		 *	
		 *	@param	InPlatform			The UnrealTargetPlatform being built
		 *	@param	InConfiguration		The UnrealTargetConfiguration being built
		 *	
		 *	@return	string				The name of the platform that VisualStudio recognizes
		 */
		public override string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
		{
			if (InPlatform == UnrealTargetPlatform.WinRT)
			{
				return "WinRT";
			}
			return InPlatform.ToString();
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:16,代码来源:WinRTProjectGenerator.cs

示例7: ShouldCompileMonolithic

	public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
	{
		if (UnrealBuildTool.UnrealBuildTool.CommandLineContains("-monolithic") == true)
		{
			return true;
		}
		return false;
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:ShaderCompileWorker.Target.cs

示例8: GenerateGamePlatformSpecificProperties

 /// <summary>
 /// Allow various platform project generators to generate any special project properties if required
 /// </summary>
 /// <param name="InPlatform"></param>
 /// <returns></returns>
 public static bool GenerateGamePlatformSpecificProperties(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration Configuration, TargetRules.TargetType TargetType, StringBuilder VCProjectFileContent, string RootDirectory, string TargetFilePath)
 {
     if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
     {
         ProjectGeneratorDictionary[InPlatform].GenerateGameProperties(Configuration, VCProjectFileContent, TargetType, RootDirectory, TargetFilePath); ;
     }
     return true;
 }
开发者ID:colwalder,项目名称:unrealengine,代码行数:13,代码来源:UEPlatformProjectGenerator.cs

示例9: GetStandardFileName

		/// <summary>
		/// Gets the standard path for an manifest
		/// </summary>
		/// <param name="DirectoryName">The directory containing this manifest</param>
		/// <param name="AppName">The modular app name being built</param>
		/// <param name="Configuration">The target configuration</param>
		/// <param name="Platform">The target platform</param>
		/// <param name="BuildArchitecture">The architecture of the target platform</param>
		/// <returns>Filename for the app receipt</returns>
		public static string GetStandardFileName(string AppName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string BuildArchitecture, bool bIsGameDirectory)
		{
			string BaseName = AppName;
			if(Configuration != UnrealTargetConfiguration.Development && !(Configuration == UnrealTargetConfiguration.DebugGame && !bIsGameDirectory))
			{
				BaseName += String.Format("-{0}-{1}", Platform.ToString(), Configuration.ToString());
			}
			return String.Format("{0}{1}.modules", BaseName, BuildArchitecture);
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:18,代码来源:VersionManifest.cs

示例10: TargetInfo

		/// <summary>
		/// Constructs a TargetInfo
		/// </summary>
		/// <param name="InitPlatform">Target platform</param>
		/// <param name="InitConfiguration">Target build configuration</param>
		public TargetInfo( UnrealTargetPlatform InitPlatform, UnrealTargetConfiguration InitConfiguration )
		{
			Platform = InitPlatform;
			Configuration = InitConfiguration;

			// get the platform's architecture
			var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
			Architecture = BuildPlatform.GetActiveArchitecture();
		}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:14,代码来源:RulesCompiler.cs

示例11: InstalledPlatformConfiguration

			public InstalledPlatformConfiguration(UnrealTargetConfiguration InConfiguration, UnrealTargetPlatform InPlatform, TargetRules.TargetType InPlatformType, string InArchitecture, string InRequiredFile, EProjectType InProjectType, bool bInCanBeDisplayed)
			{
				Configuration = InConfiguration;
				Platform = InPlatform;
				PlatformType = InPlatformType;
				Architecture = InArchitecture;
				RequiredFile = InRequiredFile;
				ProjectType = InProjectType;
				bCanBeDisplayed = bInCanBeDisplayed;
			}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:InstalledPlatformInfo.cs

示例12: TargetInfo

		/// <summary>
		/// Constructs a TargetInfo
		/// </summary>
		/// <param name="InitPlatform">Target platform</param>
		/// <param name="InitConfiguration">Target build configuration</param>
		public TargetInfo( UnrealTargetPlatform InitPlatform, UnrealTargetConfiguration InitConfiguration, TargetRules.TargetType? InitType = null )
		{
			Platform = InitPlatform;
			Configuration = InitConfiguration;
			Type = InitType;

			// get the platform's architecture
			var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
			Architecture = BuildPlatform.GetActiveArchitecture();
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:15,代码来源:RulesCompiler.cs

示例13: GetVisualStudioPathsEntries

        /**
         * Return any custom paths for VisualStudio this platform requires
         * This include ReferencePath, LibraryPath, LibraryWPath, IncludePath and ExecutablePath.
         *
         *	@param	InPlatform			The UnrealTargetPlatform being built
         *	@param	TargetType			The type of target (game or program)
         *
         *	@return	string				The custom path lines for the project file; Empty string if it doesn't require one
         */
        public override string GetVisualStudioPathsEntries(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, TargetRules.TargetType TargetType, string TargetRulesPath, string ProjectFilePath, string NMakeOutputPath)
        {
            if (!IsNsightInstalled())
            {
                return base.GetVisualStudioPathsEntries(InPlatform, InConfiguration, TargetType, TargetRulesPath, ProjectFilePath, NMakeOutputPath);
            }

            // NOTE: We are intentionally overriding defaults for these paths with empty strings.  We never want Visual Studio's
            //       defaults for these fields to be propagated, since they are version-sensitive paths that may not reflect
            //       the environment that UBT is building in.  We'll set these environment variables ourselves!
            // NOTE: We don't touch 'ExecutablePath' because that would result in Visual Studio clobbering the system "Path"
            //       environment variable

            //@todo android: clean up debug path generation
            string GameName = Path.GetFileNameWithoutExtension(TargetRulesPath);
            GameName = Path.GetFileNameWithoutExtension(GameName);

            // intermediate path for Engine or Game's intermediate
            string IntermediateDirectoryPath;
            IntermediateDirectoryPath = Path.GetDirectoryName(NMakeOutputPath) + "/../../Intermediate/Android/APK";

            // string for <OverrideAPKPath>
            string APKPath = Path.Combine(
                Path.GetDirectoryName(NMakeOutputPath),
                Path.GetFileNameWithoutExtension(NMakeOutputPath) + "-armv7-es2.apk");

            // string for <BuildXmlPath> and <AndroidManifestPath>
            string BuildXmlPath = IntermediateDirectoryPath;
            string AndroidManifestPath = Path.Combine(IntermediateDirectoryPath, "AndroidManifest.xml");

            // string for <AdditionalLibraryDirectories>
            string AdditionalLibDirs = "";
            AdditionalLibDirs += IntermediateDirectoryPath + @"\obj\local\armeabi-v7a";
            AdditionalLibDirs += ";" + IntermediateDirectoryPath + @"\obj\local\x86";
            AdditionalLibDirs += @";$(AdditionalLibraryDirectories)";

            string PathsLines =
                "		<IncludePath />" + ProjectFileGenerator.NewLine +
                "		<ReferencePath />" + ProjectFileGenerator.NewLine +
                "		<LibraryPath />" + ProjectFileGenerator.NewLine +
                "		<LibraryWPath />" + ProjectFileGenerator.NewLine +
                "		<SourcePath />" + ProjectFileGenerator.NewLine +
                "		<ExcludePath />" + ProjectFileGenerator.NewLine +
                "		<AndroidAttach>False</AndroidAttach>" + ProjectFileGenerator.NewLine +
                "		<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>" + ProjectFileGenerator.NewLine +
                "		<OverrideAPKPath>" + APKPath + "</OverrideAPKPath>" + ProjectFileGenerator.NewLine +
                "		<AdditionalLibraryDirectories>" + AdditionalLibDirs + "</AdditionalLibraryDirectories>" + ProjectFileGenerator.NewLine +
                "		<BuildXmlPath>" + BuildXmlPath + "</BuildXmlPath>" + ProjectFileGenerator.NewLine +
                "		<AndroidManifestPath>" + AndroidManifestPath + "</AndroidManifestPath>" + ProjectFileGenerator.NewLine;

            return PathsLines;
        }
开发者ID:colwalder,项目名称:unrealengine,代码行数:61,代码来源:AndroidProjectGenerator.cs

示例14: TargetInfo

		public TargetInfo(SerializationInfo Info, StreamingContext Context)
		{
			Platform = (UnrealTargetPlatform)Info.GetInt32("pl");
			Architecture = Info.GetString("ar");
			Configuration = (UnrealTargetConfiguration)Info.GetInt32("co");
			if (Info.GetBoolean("t?"))
			{
				Type = (TargetRules.TargetType)Info.GetInt32("tt");
			}
			if (Info.GetBoolean("m?"))
			{
				bIsMonolithic = Info.GetBoolean("mo");
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:14,代码来源:RulesCompiler.cs

示例15: GetPhysXLibraryMode

	static PhysXLibraryMode GetPhysXLibraryMode(UnrealTargetConfiguration Config)
	{
		switch (Config)
		{
			case UnrealTargetConfiguration.Debug:
				return PhysXLibraryMode.Debug;
			case UnrealTargetConfiguration.Shipping:
			case UnrealTargetConfiguration.Test:
				return PhysXLibraryMode.Shipping;
			case UnrealTargetConfiguration.Development:
			case UnrealTargetConfiguration.DebugGame:
			case UnrealTargetConfiguration.Unknown:
			default:
				return PhysXLibraryMode.Profile;
		}
	}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:16,代码来源:PhysX.Build.cs


注:本文中的UnrealTargetConfiguration类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。