96 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
// 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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} |