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