96 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			96 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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								// Tencent is pleased to support the open source community by making UnLua available.
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								// 
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								// Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved.
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								//
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								// Licensed under the MIT License (the "License"); 
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								// you may not use this file except in compliance with the License. You may obtain a copy of the License at
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								//
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								// http://opensource.org/licenses/MIT
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								//
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								// Unless required by applicable law or agreed to in writing, 
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								// software distributed under the License is distributed on an "AS IS" BASIS, 
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								// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 
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								// See the License for the specific language governing permissions and limitations under the License.
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								using UnrealBuildTool;
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								using System.IO;
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								public class UnLuaEditor : ModuleRules
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								{
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								    public UnLuaEditor(ReadOnlyTargetRules Target) : base(Target)
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								    {
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								#if UE_5_2_OR_LATER
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								        IWYUSupport = IWYUSupport.None;
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								#else
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								        bEnforceIWYU = false;
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								#endif
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								        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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								        PublicIncludePaths.AddRange(
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								            new string[]
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								            {
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								            }
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								        );
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								        string EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
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								        PrivateIncludePaths.AddRange(
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								            new[]
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								            {
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								                "UnLuaEditor/Private",
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								                "UnLua/Private",
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								                Path.Combine(EngineDir, "Source/Editor/AnimationBlueprintEditor/Private"),
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								                Path.Combine(EngineDir, "Source/Runtime/Slate/Private"),
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								            }
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								        );
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								        PrivateIncludePathModuleNames.AddRange(
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								            new[]
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								            {
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								                "Kismet",
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								                "MainFrame",
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								                "AnimationBlueprintEditor",
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								                "Slate",
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								                "SlateCore",
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								                "Persona",
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								            }
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								        );
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								        PrivateDependencyModuleNames.AddRange(
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								            new[]
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								            {
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								                "Core",
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								                "CoreUObject",
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								                "Engine",
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								                "UnrealEd",
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								#if UE_5_0_OR_LATER
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								                "DeveloperToolSettings",
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								#endif
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								                "EditorStyle",
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								                "ApplicationCore",
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								                "Projects",
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								                "InputCore",
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								                "UMG",
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								                "UMGEditor",
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								                "BlueprintGraph",
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								                "Slate",
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								                "SlateCore",
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								                "DirectoryWatcher",
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								                "Networking",
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								                "Sockets",
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								                "UnLua",
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								                "Lua",
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								                "ToolMenus"
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								            }
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								        );
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								        DynamicallyLoadedModuleNames.AddRange(
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								            new[]
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								            {
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								                "Kismet",
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								                "MainFrame",
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								                "AnimationBlueprintEditor",
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								            }
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								        );
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								    }
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								}
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