zworld-em/Plugins/UnLua/Source/UnLuaEditor/UnLuaEditor.Build.cs
2025-05-11 22:07:21 +08:00

96 lines
2.7 KiB
C#

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