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Directory.Build.props
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Directory.Build.props
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<Project>
<PropertyGroup>
<!--
MapStation.Editor project automatically writes `EditorApplication.applicationContentsPath` into Windows Registry
-->
<UnityEditorDataDir>$(registry:HKEY_CURRENT_USER\Software\BRCMapStation\MapStation@UnityEditorDataDir)</UnityEditorDataDir>
<!--
Build scripts copy all plugin files to this local directory, then copy the whole thing into BepInEx plugins directory
We can also zip this for ThunderStore.
-->
<LocalPluginBuild Condition="'' != '$(SolutionDir)'">$(SolutionDir)/Build/MapStation.Plugin.$(Configuration)</LocalPluginBuild>
<!--
.csproj's reference DLLs from your Editor project.
This is usually <root>/MapStation.Editor but can be overridden if including MapStation as a submodule in another project.
-->
<EditorProjectDir>$(SolutionDir)\MapStation.Editor</EditorProjectDir>
<!-- Always define MAPSTATION -->
<DefineConstants>$(DefineConstants);MAPSTATION</DefineConstants>
<!-- Always generate and bundle .pdb and .mdb -->
<DebugType>Full</DebugType>
<!-- Find pdb2mdb.exe to generate .mdb for debugging -->
<Pdb2mdbPath Condition="Exists('$(MSBuildThisFileDirectory)\scripts\pdb2mdb.exe')">$(MSBuildThisFileDirectory)\scripts\pdb2mdb.exe</Pdb2mdbPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug' or '$(Configuration)'==''">
<NoWarn>$(NoWarn);CS0649;CS0414;CS0169</NoWarn>
<DefineConstants>$(DefineConstants);MAPSTATION_DEBUG;TRACE</DefineConstants>
</PropertyGroup>
<!-- Emit artifacts into a `~` subdirectory which is not imported by Unity -->
<PropertyGroup Condition="$(MSBuildProjectName.StartsWith('MapStation.Common')) Or $(MSBuildProjectName.StartsWith('MapStation.Tools'))">
<BaseOutputPath>bin~</BaseOutputPath>
<BaseIntermediateOutputPath>obj~</BaseIntermediateOutputPath>
</PropertyGroup>
<PropertyGroup Condition="!$(MSBuildProjectName.EndsWith('-UnityEditor')) And !$(MSBuildProjectName.StartsWith('MapStation.Tools'))">
<!-- Conditional compilation for our BepInEx plugin, excluded from Unity Editor, can refer to TeamReptile Assembly-CSharp stuff -->
<DefineConstants>$(DefineConstants);BEPINEX</DefineConstants>
</PropertyGroup>
<!-- Hook for projects which include Mapstation as a submodule -->
<!-- If your solution has a <root>/MapStation.Build.props file, it will be applied here -->
<Import Project="$(SolutionDir)\MapStation.Build.props" Condition="Exists('$(SolutionDir)\MapStation.Build.props')" />
</Project>