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C# UnrealTargetPlatform.ToString方法代码示例

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


在下文中一共展示了UnrealTargetPlatform.ToString方法的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: 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2: GetCPPTargetPlatform

		/**
		 *	Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
		 *
		 *	@param	InUnrealTargetPlatform		The UnrealTargetPlatform being build
		 *	
		 *	@return	CPPTargetPlatform			The CPPTargetPlatform to compile for
		 */
		public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
		{
			switch (InUnrealTargetPlatform)
			{
				case UnrealTargetPlatform.Mac:
					return CPPTargetPlatform.Mac;
			}
			throw new BuildException("MacPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
		}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:16,代码来源:UEBuildMac.cs

示例3: 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4: GetBuildPlatform

 /**
  *	Retrieve the UEBuildPlatform instance for the given TargetPlatform
  *
  *	@param	InPlatform			The UnrealTargetPlatform being built
  *	@param	bInAllowFailure		If true, do not throw an exception and return null
  *
  *	@return	UEBuildPlatform		The instance of the build platform
  */
 public static UEBuildPlatform GetBuildPlatform(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
 {
     if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
     {
         return BuildPlatformDictionary[InPlatform];
     }
     if (bInAllowFailure == true)
     {
         return null;
     }
     throw new BuildException("GetBuildPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:20,代码来源:UEBuildPlatform.cs

示例5: GetPlatformProjectGenerator

		/// <summary>
		/// Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform
		/// </summary>
		/// <param name="InPlatform">    The UnrealTargetPlatform being built</param>
		/// <param name="bInAllowFailure">   If true, do not throw an exception and return null</param>
		/// <returns>UEPlatformProjectGenerator The instance of the project generator</returns>
		public static UEPlatformProjectGenerator GetPlatformProjectGenerator(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
		{
			if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
			{
				return ProjectGeneratorDictionary[InPlatform];
			}
			if (bInAllowFailure == true)
			{
				return null;
			}
			throw new BuildException("GetPlatformProjectGenerator: No PlatformProjectGenerator found for {0}", InPlatform.ToString());
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:18,代码来源:UEPlatformProjectGenerator.cs

示例6: RegisterBuildDeploy

 /**
  *	Register the given platforms UEBuildDeploy instance
  *
  *	@param	InPlatform			The UnrealTargetPlatform to register with
  *	@param	InBuildDeploy		The UEBuildDeploy instance to use for the InPlatform
  */
 public static void RegisterBuildDeploy(UnrealTargetPlatform InPlatform, UEBuildDeploy InBuildDeploy)
 {
     if (BuildDeployDictionary.ContainsKey(InPlatform) == true)
     {
         Log.TraceWarning("RegisterBuildDeply Warning: Registering build deploy {0} for {1} when it is already set to {2}",
             InBuildDeploy.ToString(), InPlatform.ToString(), BuildDeployDictionary[InPlatform].ToString());
         BuildDeployDictionary[InPlatform] = InBuildDeploy;
     }
     else
     {
         BuildDeployDictionary.Add(InPlatform, InBuildDeploy);
     }
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:19,代码来源:UEBuildDeploy.cs

示例7: RegisterPlatformProjectGenerator

		/// <summary>
		/// Register the given platforms UEPlatformProjectGenerator instance
		/// </summary>
		/// <param name="InPlatform">  The UnrealTargetPlatform to register with</param>
		/// <param name="InProjectGenerator">The UEPlatformProjectGenerator instance to use for the InPlatform</param>
		public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, UEPlatformProjectGenerator InProjectGenerator)
		{
			// Make sure the build platform is legal
			var BuildPlatform = UEBuildPlatform.GetBuildPlatform(InPlatform, true);
			if (BuildPlatform != null)
			{
				if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
				{
					Log.TraceInformation("RegisterPlatformProjectGenerator Warning: Registering project generator {0} for {1} when it is already set to {2}",
						InProjectGenerator.ToString(), InPlatform.ToString(), ProjectGeneratorDictionary[InPlatform].ToString());
					ProjectGeneratorDictionary[InPlatform] = InProjectGenerator;
				}
				else
				{
					ProjectGeneratorDictionary.Add(InPlatform, InProjectGenerator);
				}
			}
			else
			{
				Log.TraceVerbose("Skipping project file generator registration for {0} due to no valid BuildPlatform.", InPlatform.ToString());
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:27,代码来源:UEPlatformProjectGenerator.cs

示例8: FormalBuildTestNode

        public FormalBuildTestNode(GUBP.GUBPBranchConfig InBranchConfig,
            BranchInfo.BranchUProject InGameProj,
            UnrealTargetPlatform InHostPlatform,
            UnrealTargetPlatform InClientTargetPlatform,
            UnrealTargetConfiguration InClientConfig
            )
            : base(InHostPlatform)
        {
			BranchConfig = InBranchConfig;
            GameProj = InGameProj;
            ClientTargetPlatform = InClientTargetPlatform;
            ClientConfig = InClientConfig;
            GameOrClient = TargetRules.TargetType.Game;

            // verify we actually built these
            var WorkingGameProject = InGameProj;
            if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                // this is a codeless project, use the base project
                WorkingGameProject = BranchConfig.Branch.BaseEngineProject;
            }
            if (!WorkingGameProject.Properties.Targets.ContainsKey(GameOrClient))
            {
                throw new AutomationException("Can't make a game build for {0} because it doesn't have a {1} target.", WorkingGameProject.GameName, GameOrClient.ToString());
            }

            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(ClientTargetPlatform))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString());
            }
            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, ClientTargetPlatform).Contains(ClientConfig))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1} config {2}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString(), ClientConfig.ToString());
            }
            AddDependency(FormalBuildNode.StaticGetFullName(GameProj, HostPlatform, new List<UnrealTargetPlatform>() { ClientTargetPlatform }, InClientConfigs: new List<UnrealTargetConfiguration>() { ClientConfig }, InClientNotGame: GameOrClient == TargetRules.TargetType.Client));
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:36,代码来源:LegacyNodes.cs

示例9: MakeExecutablePaths

        /// <summary>
        /// Determine the output path for a target's executable
        /// </summary>
        /// <param name="BaseDirectory">The base directory for the executable; typically either the engine directory or project directory.</param>
        /// <param name="BinaryName">Name of the binary</param>
        /// <param name="Platform">Target platform to build for</param>
        /// <param name="Configuration">Target configuration being built</param>
        /// <param name="UndecoratedConfiguration">The configuration which doesn't have a "-{Platform}-{Configuration}" suffix added to the binary</param>
        /// <param name="bIncludesGameModules">Whether this executable contains game modules</param>
        /// <param name="ExeSubFolder">Subfolder for executables. May be null.</param>
        /// <returns>List of executable paths for this target</returns>
        public static string[] MakeExecutablePaths(string BaseDirectory, string BinaryName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, UnrealTargetConfiguration UndecoratedConfiguration, bool bIncludesGameModules, string ExeSubFolder)
        {
            // Get the configuration for the executable. If we're building DebugGame, and this executable only contains engine modules, use the same name as development.
            UnrealTargetConfiguration ExeConfiguration = Configuration;
            if(Configuration == UnrealTargetConfiguration.DebugGame && !bIncludesGameModules)
            {
                ExeConfiguration = UnrealTargetConfiguration.Development;
            }

            // Build the binary path
            string BinaryPath = Path.Combine(BaseDirectory, "Binaries", Platform.ToString());
            if (!String.IsNullOrEmpty(ExeSubFolder))
            {
                BinaryPath = Path.Combine(BinaryPath, ExeSubFolder);
            }
            BinaryPath = Path.Combine(BinaryPath, MakeBinaryFileName(BinaryName, Platform, ExeConfiguration, UndecoratedConfiguration, UEBuildBinaryType.Executable));

            // Allow the platform to customize the output path (and output several executables at once if necessary)
            return UEBuildPlatform.GetBuildPlatform(Platform).FinalizeBinaryPaths(BinaryPath);
        }
开发者ID:mymei,项目名称:UE4,代码行数:31,代码来源:UEBuildTarget.cs

示例10: GetVisualStudioPlatformName

		/// <summary>
		/// Return the VisualStudio platform name for this build platform
		/// </summary>
		/// <param name="InPlatform">  The UnrealTargetPlatform being built</param>
		/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
		/// <returns>string    The name of the platform that VisualStudio recognizes</returns>
		public virtual string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
		{
			// By default, return the platform string
			return InPlatform.ToString();
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:11,代码来源:UEPlatformProjectGenerator.cs

示例11: GUBP_GetClientServerTests_MonolithicOnly

        /// <summary>
        /// Return a list of "test name", "UAT command" pairs for testing a monolithic
        /// </summary>
        public virtual Dictionary<string, string> GUBP_GetClientServerTests_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform AltHostPlatform, UnrealTargetPlatform ServerPlatform, UnrealTargetPlatform ClientPlatform)
        {
            var Result = new Dictionary<string, string>();
#if false // needs work
            if ((ServerPlatform == HostPlatform || ServerPlatform == AltHostPlatform) &&
                (ClientPlatform == HostPlatform || ClientPlatform == AltHostPlatform) && 
                Type == TargetType.Game)  // for now, we will only run these for the dev config of the host platform and only the game executable, not sure how to deal with a client only executable
            {
                Result.Add("CookedNetTest", "BuildCookRun -run -skipcook -stage -pak -deploy -unattended -server -nullrhi -NoP4  -addcmdline=\"-nosteam\" -platform=" + ClientPlatform.ToString() + " -serverplatform=" + ServerPlatform.ToString());
            }
#endif
            return Result;
        }
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:16,代码来源:RulesCompiler.cs

示例12: GetCPPTargetPlatform

        /**
         *	Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
         *
         *	@param	InUnrealTargetPlatform		The UnrealTargetPlatform being build
         *	
         *	@return	CPPTargetPlatform			The CPPTargetPlatform to compile for
         */
        public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
        {
            switch (InUnrealTargetPlatform)
            {
                case UnrealTargetPlatform.Win32:
                    return CPPTargetPlatform.Win32;

                case UnrealTargetPlatform.Win64:
                    return CPPTargetPlatform.Win64;
            }
            throw new BuildException("WindowsPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
        }
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:19,代码来源:UEBuildWindows.cs

示例13: GetDefaultPath

 /// <summary>
 /// Returns the standard path to the build receipt for a given target
 /// </summary>
 /// <param name="DirectoryName">Base directory for the target being built; either the project directory or engine directory.</param>
 /// <param name="TargetName">The target being built</param>
 /// <param name="Configuration">The target configuration</param>
 /// <param name="Platform">The target platform</param>
 /// <returns>Path to the receipt for this target</returns>
 public static string GetDefaultPath(string BaseDir, string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string BuildArchitecture)
 {
     return Path.Combine(BaseDir, "Build", "Receipts", String.Format("{0}-{1}-{2}{3}.target.xml", TargetName, Platform.ToString(), Configuration.ToString(), BuildArchitecture));
 }
开发者ID:colwalder,项目名称:unrealengine,代码行数:12,代码来源:BuildReceipt.cs

示例14: GUBP_GetGameTests_MonolithicOnly

 /// <summary>
 /// Return a list of "test name", "UAT command" pairs for testing a monolithic
 /// </summary>
 public virtual Dictionary<string, string> GUBP_GetGameTests_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform AltHostPlatform, UnrealTargetPlatform Platform)
 {
     var Result = new Dictionary<string, string>();
     if ((Platform == HostPlatform || Platform == AltHostPlatform) && Type == TargetType.Game)  // for now, we will only run these for the dev config of the host platform
     {
         Result.Add("CookedGameTest", "BuildCookRun -run -skipcook -stage -pak -deploy -unattended -nullrhi -NoP4 -platform=" + Platform.ToString());
         Result.Add("CookedGameAutomationTest", "BuildCookRun -run -skipcook -stage -pak -deploy -RunAutomationTests -unattended -nullrhi -NoP4 -platform=" + Platform.ToString());
     }
     return Result;
 }
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:13,代码来源:RulesCompiler.cs

示例15: GetProjectClientBinariesFolder

 /// <summary>
 /// Returns a path to the client binaries folder.
 /// </summary>
 /// <param name="RawProjectPath">Full project path.</param>
 /// <param name="Platform">Platform type.</param>
 /// <returns>Path to the binaries folder.</returns>
 public static string GetProjectClientBinariesFolder(string ProjectClientBinariesPath, UnrealTargetPlatform Platform = UnrealTargetPlatform.Unknown)
 {
     if (Platform != UnrealTargetPlatform.Unknown)
     {
         ProjectClientBinariesPath = CommandUtils.CombinePaths(ProjectClientBinariesPath, Platform.ToString());
     }
     return ProjectClientBinariesPath;
 }
开发者ID:colwalder,项目名称:unrealengine,代码行数:14,代码来源:ProjectUtils.cs


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