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C# UE4Build.BuildAgenda.AddTargets方法代码示例

本文整理汇总了C#中AutomationTool.UE4Build.BuildAgenda.AddTargets方法的典型用法代码示例。如果您正苦于以下问题:C# UE4Build.BuildAgenda.AddTargets方法的具体用法?C# UE4Build.BuildAgenda.AddTargets怎么用?C# UE4Build.BuildAgenda.AddTargets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AutomationTool.UE4Build.BuildAgenda的用法示例。


在下文中一共展示了UE4Build.BuildAgenda.AddTargets方法的14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: ExecuteInner

    void ExecuteInner()
    {
        var UE4Build = new UE4Build(this);

        var Agenda = new UE4Build.BuildAgenda();

        {
            var Win32Targets = new string[]
            {
                "FortniteClient",
                "FortniteGame",
                "FortniteServer",
                "OrionServer",
                "OrionClient",
                "OrionGame",
            };
            Agenda.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping);
            Agenda.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test);
        }

        Agenda.DoRetries = false;
        Agenda.SpecialTestFlag = true;
        UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);

        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
    }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,代码来源:PreflightBuild.Automation.cs

示例2: ExecuteInner

    void ExecuteInner()
    {
        var UE4Build = new UE4Build(this);

        var Agenda_Mono = new UE4Build.BuildAgenda();
        var Agenda_NonUnity = new UE4Build.BuildAgenda();
        {
            {
                var Win64DevTargets = new string[]
                {
                    "FortniteEditor",
                    "OrionEditor",
                    "PlatformerGameEditor",
                    "QAGameEditor",
                    "ShooterGameEditor",
                    "StrategyGameEditor",
                    "VehicleGameEditor",
                };
                Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development, bForceMonolithic: true);
                Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Shipping, bForceMonolithic: true);
                Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development, bForceNonUnity: true);
                Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Shipping, bForceNonUnity: true);

                var Win32Targets = new string[]
                {
                    "FortniteGame",
                    "FortniteServer",
                    "OrionGame",
                    "PlatformerGame",
                    "QAGame",
                    "ShooterGame",
                    "StrategyGame",
                    "VehicleGame",
                };
                Agenda_Mono.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development, bForceMonolithic: true);
                Agenda_Mono.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development, bForceNonUnity: true);

                var Win32ShipTargets = new string[]
                {
                    "FortniteGame",
                    "FortniteServer",
                };
                Agenda_Mono.AddTargets(Win32ShipTargets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping, bForceMonolithic: true);
                Agenda_Mono.AddTargets(Win32ShipTargets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping, bForceNonUnity: true);
            }
        }

        UE4Build.Build(Agenda_Mono, InDeleteBuildProducts: true, InUpdateVersionFiles: true);

        UE4Build.Build(Agenda_NonUnity, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
    }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:52,代码来源:VerifyPromotableBuild.Automation.cs

示例3: GetAgenda

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

			if (HostPlatform == UnrealTargetPlatform.Win64)
            {
                bAnyAdded = true;
                Agenda.DotNetProjects.AddRange(
                    new string[] 
			    {
                    CombinePaths(@"Engine\Source\Programs\NotForLicensees\CrashReportServer\CrashReportCommon\CrashReportCommon.csproj"),
					CombinePaths(@"Engine\Source\Programs\NotForLicensees\CrashReportServer\CrashReportReceiver\CrashReportReceiver.csproj"),
					CombinePaths(@"Engine\Source\Programs\NotForLicensees\CrashReportServer\CrashReportProcess\CrashReportProcess.csproj"),
                    CombinePaths(@"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj"),
			    });
                Agenda.DotNetSolutions.AddRange(
                    new string[] 
			        {
				        CombinePaths(@"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln"),
			        }
                    );
                Agenda.ExtraDotNetFiles.AddRange(
                    new string[] 
			        {
				        "Interop.IWshRuntimeLibrary",
				        "UnrealMarkdown",
				        "CommonUnrealMarkdown",
			        }
                    );
            }
            string AddArgs = "-nobuilduht -skipactionhistory -CopyAppBundleBackToDevice";

			foreach (var ProgramTarget in BranchConfig.Branch.BaseEngineProject.Properties.Programs)
            {
                bool bInternalOnly;
                bool SeparateNode;
				bool CrossCompile;
                if (ProgramTarget.Rules.GUBP_AlwaysBuildWithTools(HostPlatform, 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);
                            bAnyAdded = true;
                        }
                    }
                }
            }
            if (bAnyAdded)
            {
                return Agenda;
            }
            return null;
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:56,代码来源:LegacyNodes.cs

示例4: DoTest

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

			string AddArgs = "-nobuilduht";

			Agenda.AddTargets(
				new string[] { BranchConfig.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
				HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
			foreach (var ProgramTarget in BranchConfig.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:frobro98,项目名称:UnrealSource,代码行数:22,代码来源:LegacyNodes.cs

示例5: ExecuteInner

    void ExecuteInner(int WorkingCL)
    {
        var UE4Build = new UE4Build(this);
        var Agenda = new UE4Build.BuildAgenda();

        var Config = ParseParamValue("Config");

        if (String.IsNullOrEmpty(Config) || Config.ToLower() == "editors")
        {
            Agenda.DotNetSolutions.AddRange(
                new string[]
                {
                    @"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln",
                    @"Engine\Source\Programs\NetworkProfiler\NetworkProfiler.sln",
                }
                );

            Agenda.SwarmProject = @"Engine\Source\Programs\UnrealSwarm\UnrealSwarm.sln";

            Agenda.DotNetProjects.AddRange(
                new string[]
                {
                    @"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
                    @"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportCommon\CrashReportCommon.csproj",
                    @"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportReceiver\CrashReportReceiver.csproj",
                    @"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportProcess\CrashReportProcess.csproj",
                    @"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj",
                    @"Engine\Source\Programs\Distill\Distill.csproj",
                    @"Engine\Source\Programs\RPCUtility\RPCUtility.csproj",
                    @"Engine\Source\Programs\UnrealControls\UnrealControls.csproj",
                }
                );

            Agenda.IOSDotNetProjects.AddRange(
                    new string[]
                {
                    @"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj",
                    @"Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj",
                    @"Engine\Source\Programs\IOS\DeploymentInterface\DeploymentInterface.csproj",
                }
                    );

            Agenda.ExtraDotNetFiles.AddRange(
                new string[]
                {
                    "Interop.IWshRuntimeLibrary",
                    "UnrealMarkdown",
                    "CommonUnrealMarkdown",
                }
                );
        }

        {
            if (LeanAndMean && UseXGE)
            {
                // this is minimal to test XGE
                var ProgramTargets = new string[]
                {
                    "UnrealHeaderTool",
                };
                Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);

                var Win64Targets = new string[]
                {
                    "FortniteEditor",
                    "OrionEditor",
                };
                Agenda.AddTargets(Win64Targets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);

                var Win32Targets = new string[]
                {
                    "FortniteGame",
                    "OrionGame",
                };
                Agenda.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development);

            }
            else if (LeanAndMean)
            {
                var ProgramTargets = new string[]
                {
                    "ShaderCompileWorker",
                    "UnrealHeaderTool",
                    "UnrealLightmass",
                };
                Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);

                var Win64DevTargets = new string[]
                {
                    "FortniteEditor",
                    "QAGameEditor",
                };
                Agenda.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
            }
            else
            {
                //This needs to be a separate target for distributed building because it is required to build anything else.
                var UHTTarget = new string[]
                {
                    "UnrealHeaderTool",
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:PromotableBuild.Automation.cs

示例6: GetAgenda

        public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
        {
            if (!bp.bOrthogonalizeEditorPlatforms)
            {
                throw new AutomationException("EditorPlatformNode node should not be used unless we are orthogonalizing editor platforms.");
            }
            var Agenda = new UE4Build.BuildAgenda();

            Agenda.AddTargets(
                new string[] { bp.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
                HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: "-nobuilduht -skipactionhistory -CopyAppBundleBackToDevice -onlyplatformspecificfor=" + EditorPlatform.ToString());
            foreach (var ProgramTarget in bp.Branch.BaseEngineProject.Properties.Programs)
            {
                if (ProgramTarget.Rules.GUBP_AlwaysBuildWithBaseEditor() && ProgramTarget.Rules.SupportsPlatform(HostPlatform) && ProgramTarget.Rules.GUBP_NeedsPlatformSpecificDLLs())
                {
                    Agenda.AddTargets(new string[] { ProgramTarget.TargetName }, HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: "-nobuilduht -skipactionhistory -CopyAppBundleBackToDevice -onlyplatformspecificfor=" + EditorPlatform.ToString());
                }
            }
            return Agenda;
        }
开发者ID:mymei,项目名称:UE4,代码行数:20,代码来源:GUBP.Automation.cs

示例7: ExecuteBuild

	public override void ExecuteBuild()
	{
		int WorkingCL = -1;
		if (P4Enabled && AllowSubmit)
		{
			string CmdLine = "";
			foreach (var Arg in Params)
			{
				CmdLine += Arg.ToString() + " ";
			}
			WorkingCL = P4.CreateChange(P4Env.Client, String.Format("MegaXGE build from changelist {0} - Params: {1}", P4Env.Changelist, CmdLine));
		}

		LogConsole("************************* MegaXGE");

		bool Clean = ParseParam("Clean");
		string CleanToolLocation = CombinePaths(CmdEnv.LocalRoot, "Engine", "Build", "Batchfiles", "Clean.bat");

		bool ShowProgress = ParseParam("Progress");

		var UE4Build = new UE4Build(this);

		var Agenda = new UE4Build.BuildAgenda();

		// we need to always build UHT when we use mega XGE
		var ProgramTargets = new string[] 
		{
			"UnrealHeaderTool",
		};
		Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
		if (Clean)
		{
			LogSetProgress(ShowProgress, "Cleaning previous builds...");
			foreach (var CurTarget in ProgramTargets)
			{
				string Args = String.Format("{0} {1} {2}", CurTarget, UnrealTargetPlatform.Win64.ToString(), UnrealTargetConfiguration.Development.ToString());
				RunAndLog(CmdEnv, CleanToolLocation, Args);
			}
		}

		LogConsole("*************************");
		for (int Arg = 1; Arg < 100; Arg++)
		{
			string Parm = String.Format("Target{0}", Arg);
			string Target = ParseParamValue(Parm, "");
			if (String.IsNullOrEmpty(Target))
			{
				break;
			}
			var Parts = Target.Split(' ');

			string JustTarget = Parts[0];
			if (String.IsNullOrEmpty(JustTarget))
			{
				throw new AutomationException("BUILD FAILED target option '{0}' not parsed.", Target);
			}
			var Targets = JustTarget.Split('|');
			if (Targets.Length < 1)
			{
				throw new AutomationException("BUILD FAILED target option '{0}' not parsed.", Target);
			}

			var Platforms = new List<UnrealTargetPlatform>();
			var Configurations = new List<UnrealTargetConfiguration>();

			for (int Part = 1; Part < Parts.Length; Part++)
			{
				if (!String.IsNullOrEmpty(Parts[Part]))
				{
					var SubParts = Parts[Part].Split('|');

					foreach (var SubPart in SubParts)
					{
						if (UEBuildPlatform.ConvertStringToPlatform(SubPart) != UnrealTargetPlatform.Unknown)
						{
							Platforms.Add(UEBuildPlatform.ConvertStringToPlatform(SubPart));
						}
						else
						{
							switch (SubPart.ToUpperInvariant())
							{
								case "DEBUG":
									Configurations.Add(UnrealTargetConfiguration.Debug);
									break;
								case "DEBUGGAME":
									Configurations.Add(UnrealTargetConfiguration.DebugGame);
									break;
								case "DEVELOPMENT":
									Configurations.Add(UnrealTargetConfiguration.Development);
									break;
								case "SHIPPING":
									Configurations.Add(UnrealTargetConfiguration.Shipping);
									break;
								case "TEST":
									Configurations.Add(UnrealTargetConfiguration.Test);
									break;
								default:
									throw new AutomationException("BUILD FAILED target option {0} not recognized.", SubPart);
							}
						}
//.........这里部分代码省略.........
开发者ID:frobro98,项目名称:UnrealSource,代码行数:101,代码来源:MegaXGE.Automation.cs

示例8: Build

    public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
	{
		Params.ValidateAndLog();

		if (!Params.Build)
		{
			return;
		}

		Log("********** BUILD COMMAND STARTED **********");

		var UE4Build = new UE4Build(Command);
		var Agenda = new UE4Build.BuildAgenda();
		var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();

		// Setup editor targets
		if (Params.HasEditorTargets && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
		{
			// @todo Mac: proper platform detection
			UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
			const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

			CrashReportPlatforms.Add(EditorPlatform);
            Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
			if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
			{
				Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
			}
			if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
			{
				Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
			}
			if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
			{
				Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
			}
			if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
			{
				Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
			}
		}

		// Setup cooked targets
		if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
		{
            List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ClientConfigsToBuild)
			{
                foreach (var ClientPlatformType in UniquePlatformTypes)
				{
                    string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType);
                    CrashReportPlatforms.Add(ClientPlatformType);
					Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
				}
			}
		}
		if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
		{
            List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ServerConfigsToBuild)
			{
				foreach (var ServerPlatformType in UniquePlatformTypes)
				{
                    string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType);
                    CrashReportPlatforms.Add(ServerPlatformType);
					Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
				}
			}
		}
		if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
		{
			UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
			foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
			{
				if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
				{
					Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
				}
			}
		}
		if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
		{
			foreach (var CrashReportPlatform in CrashReportPlatforms)
			{
				if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
				{
					Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
				}
			}
		}
		if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
		{
            List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ClientConfigsToBuild)
			{
				foreach (var ClientPlatformType in UniquePlatformTypes)
				{
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:BuildProjectCommand.Automation.cs

示例9: ExecuteInner

    void ExecuteInner(int WorkingCL)
    {
        var UE4Build = new UE4Build(this);
        var Agenda = new UE4Build.BuildAgenda();

        Agenda.DotNetSolutions.AddRange(
            new string[]
            {
                //@"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln",
                //@"Engine\Source\Programs\NetworkProfiler\NetworkProfiler.sln",
            }
            );

        Agenda.DotNetProjects.AddRange(
            new string[]
            {
                //@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
                //@"Engine\Source\Programs\CrashReporter\CrashReportCommon\CrashReportCommon.csproj",
                //@"Engine\Source\Programs\CrashReporter\CrashReportInput\CrashReportInput.csproj",
                //@"Engine\Source\Programs\CrashReporter\CrashReportUploader\CrashReportUploader.csproj",
                //@"Engine\Source\Programs\CrashReporter\CrashReportReceiver\CrashReportReceiver.csproj",
                //@"Engine\Source\Programs\CrashReporter\CrashReportProcess\CrashReportProcess.csproj",
                //@"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj",
                //@"Engine\Source\Programs\Distill\Distill.csproj",
                //@"Engine\Source\Programs\UnSetup\UnSetup.csproj",
            }
            );

        Agenda.ExtraDotNetFiles.AddRange(
            new string[]
            {
                //"Interop.IWshRuntimeLibrary",
                //"UnrealMarkdown",
                //"CommonUnrealMarkdown",
            }
            );

        {
            if (LeanAndMean)
            {
                var ProgramTargets = new string[]
                {
                    "CrashReportClient",
                    "ShaderCompileWorker",
                    "UnrealHeaderTool",
                    "UnrealLightmass",
                };
                Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);

                var MacDevTargets = new string[]
                {
                    "QAGameEditor",
                };
                Agenda.AddTargets(MacDevTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
            }
            else
            {
                var ProgramTargets = new string[]
                {
                    "BuildPatchTool",
                    "CrashReportClient",
                    "UnrealFileServer",
                    "ShaderCompileWorker",
                    //"MinidumpDiagnostics",
                    //"SymbolDebugger",
                    "UnrealFrontend",
                    "UnrealHeaderTool",
                    "UnrealLightmass",
                    "UnrealPak",
                    //"UnrealRemoteAgent",
                };
                Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);

                var MacDevTargets = new string[]
                {
        //					"FortniteEditor",
        //					"OrionEditor",
                    "PlatformerGameEditor",
                    "QAGameEditor",
                    "ShooterGameEditor",
                    "StrategyGameEditor",
        //					"VehicleGameEditor",
        //					"FortniteGame",
        //					"FortniteServer",
        //					"OrionGame",
                    "PlatformerGame",
                    "QAGame",
                    "ShooterGame",
                    "StrategyGame",
        //					"VehicleGame",
                };
                Agenda.AddTargets(MacDevTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);

            }
        }

        UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);

        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:PromotableBuildMacOnly.Automation.cs

示例10: ExecuteInner

    void ExecuteInner()
    {
        var UE4Build = new UE4Build(this);
        bool IsRunningOnMono = (Type.GetType("Mono.Runtime") != null);
        var Agenda = new UE4Build.BuildAgenda();

        var Config = ParseParamValue("Config");
        if (String.IsNullOrEmpty(Config))
        {
            Config = "tools";
        }

        if (Config.ToLower() == "tools")
        {
            Agenda.DotNetSolutions.AddRange(
                    new string[]
                {
                    @"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln",
                    @"Engine\Source\Programs\NetworkProfiler\NetworkProfiler.sln",
                }
                    );

            Agenda.SwarmProject = @"Engine\Source\Programs\UnrealSwarm\UnrealSwarm.sln";

            Agenda.DotNetProjects.AddRange(
                    new string[]
                {
                    @"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
                    @"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportCommon\CrashReportCommon.csproj",
                    @"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportReceiver\CrashReportReceiver.csproj",
                    @"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportProcess\CrashReportProcess.csproj",
                    @"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj",
                    @"Engine\Source\Programs\Distill\Distill.csproj",
                    @"Engine\Source\Programs\RPCUtility\RPCUtility.csproj",
                    @"Engine\Source\Programs\UnrealControls\UnrealControls.csproj",
                }
                    );

            Agenda.IOSDotNetProjects.AddRange(
                    new string[]
                {
                    @"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj",
                    @"Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj",
                    @"Engine\Source\Programs\IOS\DeploymentInterface\DeploymentInterface.csproj",
                }
                    );

            Agenda.ExtraDotNetFiles.AddRange(
                    new string[]
                {
                    "Interop.IWshRuntimeLibrary",
                    "UnrealMarkdown",
                    "CommonUnrealMarkdown",
                }
                    );
        }
        //This needs to be a separate target for distributed building because it is required to build anything else.
        if (!IsRunningOnMono)
        {
            var UHTTarget = new string[]
            {
                "UnrealHeaderTool",
            };

            Agenda.AddTargets(UHTTarget, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
        }

        var ProgramTargets = new string[]
        {
            "UnrealFileServer",
            "ShaderCompileWorker",
            "MinidumpDiagnostics",
            "SymbolDebugger",
            "UnrealFrontend",
            "UnrealLightmass",
            "UnrealPak",
        };

        var Win64DevTargets = new List<string>
        {
            "FortniteEditor",
            "OrionEditor",
            "PlatformerGameEditor",
            "QAGameEditor",
            "ShooterGameEditor",
            "StrategyGameEditor",
            "VehicleGameEditor",
            "ShadowEditor",
            "SoulEditor",
        };

        var Win32Targets = new List<string>
        {
            "FortniteGame",
            "FortniteServer",
            "FortniteClient",
            "OrionGame",
            "PlatformerGame",
            "ShooterGame",
            "StrategyGame",
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:CIS.Automation.cs

示例11: ExecuteBuild

    public override void ExecuteBuild()
    {
        var Build = new UE4Build(this);
        var Agenda = new UE4Build.BuildAgenda();
        var Platform = UnrealBuildTool.UnrealTargetPlatform.Win64;
        var Configuration = UnrealBuildTool.UnrealTargetConfiguration.Development;
        var Targets = new List<string>();

        foreach (var ObjParam in Params)
        {
            var Param = (string)ObjParam;
            UnrealBuildTool.UnrealTargetPlatform ParsePlatform;
            if (Enum.TryParse<UnrealBuildTool.UnrealTargetPlatform>(Param, true, out ParsePlatform))
            {
                Platform = ParsePlatform;
                continue;
            }
            UnrealBuildTool.UnrealTargetConfiguration ParseConfiguration;
            if (Enum.TryParse<UnrealBuildTool.UnrealTargetConfiguration>(Param, true, out ParseConfiguration))
            {
                Configuration = ParseConfiguration;
                continue;
            }
            if (String.Compare("NoXGE", Param, true) != 0 && String.Compare("Clean", Param, true) != 0)
            {
                Targets.Add(Param);
            }
        }

        var Clean = ParseParam("Clean");

        Agenda.AddTargets(Targets.ToArray(), Platform, Configuration);

        Log("UBT Buid");
        Log("Targets={0}", String.Join(",", Targets));
        Log("Platform={0}", Platform);
        Log("Configuration={0}", Configuration);
        Log("Clean={0}", Clean);

        Build.Build(Agenda, InUpdateVersionFiles: false);

        Log("UBT Completed");
    }
开发者ID:colwalder,项目名称:unrealengine,代码行数:43,代码来源:Tests.Automation.cs

示例12: GetAgenda

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

            Agenda.AddTargets(
                new string[] { GameProj.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
                HostPlatform, UnrealTargetConfiguration.Development, GameProj.FilePath, InAddArgs: "-nobuilduht -skipactionhistory -skipnonhostplatforms");

            return Agenda;
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:GUBP.Automation.cs

示例13: Build

	public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1)
	{

		Params.ValidateAndLog();

		if (!Params.Build)
		{
			return;
		}

		Log("********** BUILD COMMAND STARTED **********");

		var UE4Build = new UE4Build(Command);
		var Agenda = new UE4Build.BuildAgenda();
		var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();

		// Setup editor targets
		if (Params.HasEditorTargets && !Params.Rocket)
		{
			// @todo Mac: proper platform detection
			UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
			const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

			CrashReportPlatforms.Add(EditorPlatform);
			Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
			if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
			{
				Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
			}
			if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
			{
				Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
			}
			if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
			{
				Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
			}
			if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
			{
				Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
			}
		}

		// Setup cooked targets
		if (Params.HasClientCookedTargets)
		{
			foreach (var BuildConfig in Params.ClientConfigsToBuild)
			{
				foreach (var ClientPlatform in Params.ClientTargetPlatforms)
				{
					CrashReportPlatforms.Add(ClientPlatform);
					Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
				}
			}
		}
		if (Params.HasServerCookedTargets)
		{
			foreach (var BuildConfig in Params.ServerConfigsToBuild)
			{
				foreach (var ServerPlatform in Params.ServerTargetPlatforms)
				{
					CrashReportPlatforms.Add(ServerPlatform);
					Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
				}
			}
		}
		if (Params.CrashReporter && !Params.Rocket)
		{
			var CrashReportClientTarget = new[] { "CrashReportClient" };
			foreach (var CrashReportPlatform in CrashReportPlatforms)
			{
				if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
				{
					Agenda.AddTargets(CrashReportClientTarget, CrashReportPlatform, UnrealTargetConfiguration.Development);
				}
			}
		}
		if (Params.HasProgramTargets && !Params.Rocket)
		{
			foreach (var BuildConfig in Params.ClientConfigsToBuild)
			{
				foreach (var ClientPlatform in Params.ClientTargetPlatforms)
				{
					Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
				}
			}
		}
		UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);

		if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
		{
			UE4Build.AddUATFilesToBuildProducts();
		}
		UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

		if (WorkingCL > 0)
		{
			// Sign everything we built
			CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);

//.........这里部分代码省略.........
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:101,代码来源:BuildProjectCommand.Automation.cs

示例14: GetAgenda

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

			string AddArgs = "-nobuilduht" + bp.RocketUBTArgs();
			Agenda.AddTargets(
				new string[] { bp.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
				UnrealTargetPlatform.Linux, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
			return Agenda;
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:10,代码来源:GUBP.Automation.cs


注:本文中的AutomationTool.UE4Build.BuildAgenda.AddTargets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。