mixedreality/com.microsoft.mixedreality..../Core/Utilities/BuildAndDeploy/UwpBuildInfo.cs

67 lines
2.1 KiB
C#

// 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)
{
}
/// <inheritdoc />
public override BuildTarget BuildTarget => BuildTarget.WSAPlayer;
/// <summary>
/// Build the appx bundle after building Unity Player?
/// </summary>
public bool BuildAppx { get; set; } = false;
/// <summary>
/// Force rebuilding the appx bundle?
/// </summary>
public bool RebuildAppx { get; set; } = false;
/// <summary>
/// VC Platform Toolset used building the appx bundle
/// </summary>
public string PlatformToolset { get; set; }
/// <summary>
/// If true, the 'Gaze Input' capability will be added to the AppX
/// manifest after the Unity build.
/// </summary>
public bool GazeInputCapabilityEnabled { get; set; } = false;
/// <summary>
/// Use multiple cores for building the appx bundle?
/// </summary>
public bool Multicore { get; set; } = false;
/// <summary>
/// If true, the 'Research Mode' capability will be added to the AppX
/// manifest after the Unity build.
/// </summary>
public bool ResearchModeCapabilityEnabled { get; set; } = false;
/// <summary>
/// If true, unsafe code will be allowed in the generated
/// Assembly-CSharp project.
/// </summary>
public bool AllowUnsafeCode { get; set; } = false;
/// <summary>
/// When present, adds a DeviceCapability for each entry
/// in the list to the manifest
/// </summary>
public List<string> DeviceCapabilities { get; set; } = null;
/// <summary>
/// Optional path to nuget.exe. Used when performing package restore with nuget.exe (instead of msbuild) is desired.
/// </summary>
public string NugetExecutablePath { get; set; }
}
}