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C# BranchInfo.FindGame方法代碼示例

本文整理匯總了C#中BranchInfo.FindGame方法的典型用法代碼示例。如果您正苦於以下問題:C# BranchInfo.FindGame方法的具體用法?C# BranchInfo.FindGame怎麽用?C# BranchInfo.FindGame使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在BranchInfo的用法示例。


在下文中一共展示了BranchInfo.FindGame方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: AddNodesForBranch


//.........這裏部分代碼省略.........
                                }
                            }
                            if (ProgramTarget.Rules.GUBP_IncludeNonUnityToolTest())
                            {
                                BranchConfig.AddNode(new NonUnityToolNode(HostPlatform, ProgramTarget));
                            }
                        }
					}
				}

				BranchConfig.AddNode(new EditorAndToolsNode(this, HostPlatform));
			}

            bool DoASharedPromotable = false;

            int NumSharedCode = 0;
            foreach (var CodeProj in Branch.CodeProjects)
            {
                var Options = CodeProj.Options(HostPlatform);

                if (Options.bIsPromotable && !Options.bSeparateGamePromotion)
                {
                    NumSharedCode++;
                }
            }

            var NonCodeProjectNames = new Dictionary<string, List<UnrealTargetPlatform>>();
            var NonCodeFormalBuilds = new Dictionary<string, List<TargetRules.GUBPFormalBuild>>();
            {
                var Target = Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor];

                foreach (var Codeless in Target.Rules.GUBP_NonCodeProjects_BaseEditorTypeOnly(HostPlatform))
                {
                    var Proj = Branch.FindGame(Codeless.Key);
                    if (Proj == null)
                    {
                        LogVerbose("{0} was listed as a codeless project by GUBP_NonCodeProjects_BaseEditorTypeOnly, however it does not exist in this branch.", Codeless.Key);
                    }
                    else if (Proj.Properties.bIsCodeBasedProject)
                    {
						if (!Branch.NonCodeProjects.Contains(Proj)) 
						{ 
							Branch.NonCodeProjects.Add(Proj);
							NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
						}
                    }
                    else
                    {
                        NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
                    }
                }

                var TempNonCodeFormalBuilds = Target.Rules.GUBP_GetNonCodeFormalBuilds_BaseEditorTypeOnly();
				var HostMonos = GamePlatformMonolithicsNode.GetMonolithicPlatformsForUProject(HostPlatform, ActivePlatforms, Branch.BaseEngineProject, true, bNoIOSOnPC);

                foreach (var Codeless in TempNonCodeFormalBuilds)
                {
                    if (NonCodeProjectNames.ContainsKey(Codeless.Key))
                    {
                        var PlatList = Codeless.Value;
                        var NewPlatList = new List<TargetRules.GUBPFormalBuild>();
                        foreach (var PlatPair in PlatList)
                        {
                            if (HostMonos.Contains(PlatPair.TargetPlatform))
                            {
                                NewPlatList.Add(PlatPair);
開發者ID:frobro98,項目名稱:UnrealSource,代碼行數:67,代碼來源:LegacyBranchSetup.cs

示例2: ExecuteBuild


//.........這裏部分代碼省略.........
                    foreach (var Plat in ActivePlatforms)
                    {
                        if (Plat != HostPlatform && Plat != GetAltHostPlatform(HostPlatform))
                        {
                            if (Platform.Platforms[HostPlatform].CanHostPlatform(Plat))
                            {
                                AddNode(new EditorPlatformNode(HostPlatform, Plat));
                            }
                        }
                    }
                }
            }

            bool DoASharedPromotable = false;

            int NumSharedCode = 0;
            foreach (var CodeProj in Branch.CodeProjects)
            {
                var Options = CodeProj.Options(HostPlatform);

                if (Options.bIsPromotable && !Options.bSeparateGamePromotion)
                {
                    NumSharedCode++;
                }
            }

            var NonCodeProjectNames = new Dictionary<string, List<UnrealTargetPlatform>>();
            var NonCodeFormalBuilds = new Dictionary<string, List<TargetRules.GUBPFormalBuild>>();
            {
                var Target = Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor];

                foreach (var Codeless in Target.Rules.GUBP_NonCodeProjects_BaseEditorTypeOnly(HostPlatform))
                {
                    var Proj = Branch.FindGame(Codeless.Key);
                    if (Proj == null)
                    {
                        Log(System.Diagnostics.TraceEventType.Information, "{0} was listed as a codeless project by GUBP_NonCodeProjects_BaseEditorTypeOnly, however it does not exist in this branch.", Codeless.Key);
                    }
                    else if (Proj.Properties.bIsCodeBasedProject)
                    {
                        if (!Branch.NonCodeProjects.Contains(Proj))
                        {
                            Branch.NonCodeProjects.Add(Proj);
                            NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
                        }
                    }
                    else
                    {
                        NonCodeProjectNames.Add(Codeless.Key, Codeless.Value);
                    }
                }

                var TempNonCodeFormalBuilds = Target.Rules.GUBP_GetNonCodeFormalBuilds_BaseEditorTypeOnly();
                var HostMonos = GetMonolithicPlatformsForUProject(HostPlatform, Branch.BaseEngineProject, true);

                foreach (var Codeless in TempNonCodeFormalBuilds)
                {
                    if (NonCodeProjectNames.ContainsKey(Codeless.Key))
                    {
                        var PlatList = Codeless.Value;
                        var NewPlatList = new List<TargetRules.GUBPFormalBuild>();
                        foreach (var PlatPair in PlatList)
                        {
                            if (HostMonos.Contains(PlatPair.TargetPlatform))
                            {
                                NewPlatList.Add(PlatPair);
開發者ID:mymei,項目名稱:UE4,代碼行數:67,代碼來源:GUBP.Automation.cs


注:本文中的BranchInfo.FindGame方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。