// Copyright (c) Microsoft Corporation. // Licensed under the MIT License. using System.Collections.Generic; using UnityEditor; namespace Microsoft.MixedReality.Toolkit.Build.Editor { public class UwpBuildInfo : BuildInfo { public UwpBuildInfo(bool isCommandLine = false) : base(isCommandLine) { } /// public override BuildTarget BuildTarget => BuildTarget.WSAPlayer; /// /// Build the appx bundle after building Unity Player? /// public bool BuildAppx { get; set; } = false; /// /// Force rebuilding the appx bundle? /// public bool RebuildAppx { get; set; } = false; /// /// VC Platform Toolset used building the appx bundle /// public string PlatformToolset { get; set; } /// /// If true, the 'Gaze Input' capability will be added to the AppX /// manifest after the Unity build. /// public bool GazeInputCapabilityEnabled { get; set; } = false; /// /// Use multiple cores for building the appx bundle? /// public bool Multicore { get; set; } = false; /// /// If true, the 'Research Mode' capability will be added to the AppX /// manifest after the Unity build. /// public bool ResearchModeCapabilityEnabled { get; set; } = false; /// /// If true, unsafe code will be allowed in the generated /// Assembly-CSharp project. /// public bool AllowUnsafeCode { get; set; } = false; /// /// When present, adds a DeviceCapability for each entry /// in the list to the manifest /// public List DeviceCapabilities { get; set; } = null; /// /// Optional path to nuget.exe. Used when performing package restore with nuget.exe (instead of msbuild) is desired. /// public string NugetExecutablePath { get; set; } } }