first commit

This commit is contained in:
SimonSayeBabu
2025-01-17 13:10:20 +01:00
commit bd1057cec0
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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEditor.PackageManager;
namespace Microsoft.Unity.VisualStudio.Editor
{
public interface IAssemblyNameProvider
{
string[] ProjectSupportedExtensions { get; }
string ProjectGenerationRootNamespace { get; }
ProjectGenerationFlag ProjectGenerationFlag { get; }
string GetAssemblyNameFromScriptPath(string path);
string GetAssemblyName(string assemblyOutputPath, string assemblyName);
bool IsInternalizedPackagePath(string path);
IEnumerable<Assembly> GetAssemblies(Func<string, bool> shouldFileBePartOfSolution);
IEnumerable<string> GetAllAssetPaths();
UnityEditor.PackageManager.PackageInfo FindForAssetPath(string assetPath);
ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory, string[] systemReferenceDirectories);
void ToggleProjectGeneration(ProjectGenerationFlag preference);
}
public class AssemblyNameProvider : IAssemblyNameProvider
{
private readonly Dictionary<string, UnityEditor.PackageManager.PackageInfo> m_PackageInfoCache = new Dictionary<string, UnityEditor.PackageManager.PackageInfo>();
ProjectGenerationFlag m_ProjectGenerationFlag = (ProjectGenerationFlag)EditorPrefs.GetInt(
"unity_project_generation_flag",
(int)(ProjectGenerationFlag.Local | ProjectGenerationFlag.Embedded));
public string[] ProjectSupportedExtensions => EditorSettings.projectGenerationUserExtensions;
public string ProjectGenerationRootNamespace => EditorSettings.projectGenerationRootNamespace;
public ProjectGenerationFlag ProjectGenerationFlag
{
get { return ProjectGenerationFlagImpl; }
private set { ProjectGenerationFlagImpl = value;}
}
internal virtual ProjectGenerationFlag ProjectGenerationFlagImpl
{
get => m_ProjectGenerationFlag;
private set
{
EditorPrefs.SetInt("unity_project_generation_flag", (int)value);
m_ProjectGenerationFlag = value;
}
}
public string GetAssemblyNameFromScriptPath(string path)
{
return CompilationPipeline.GetAssemblyNameFromScriptPath(path);
}
internal static readonly string AssemblyOutput = @"Temp\bin\Debug\".NormalizePathSeparators();
internal static readonly string PlayerAssemblyOutput = @"Temp\bin\Debug\Player\".NormalizePathSeparators();
public IEnumerable<Assembly> GetAssemblies(Func<string, bool> shouldFileBePartOfSolution)
{
IEnumerable<Assembly> assemblies = GetAssembliesByType(AssembliesType.Editor, shouldFileBePartOfSolution, AssemblyOutput);
if (!ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.PlayerAssemblies))
{
return assemblies;
}
var playerAssemblies = GetAssembliesByType(AssembliesType.Player, shouldFileBePartOfSolution, PlayerAssemblyOutput);
return assemblies.Concat(playerAssemblies);
}
private static IEnumerable<Assembly> GetAssembliesByType(AssembliesType type, Func<string, bool> shouldFileBePartOfSolution, string outputPath)
{
foreach (var assembly in CompilationPipeline.GetAssemblies(type))
{
if (assembly.sourceFiles.Any(shouldFileBePartOfSolution))
{
yield return new Assembly(
assembly.name,
outputPath,
assembly.sourceFiles,
assembly.defines,
assembly.assemblyReferences,
assembly.compiledAssemblyReferences,
assembly.flags,
assembly.compilerOptions
#if UNITY_2020_2_OR_NEWER
, assembly.rootNamespace
#endif
);
}
}
}
public string GetCompileOutputPath(string assemblyName)
{
// We need to keep this one for API surface check (AssemblyNameProvider is public), but not used anymore
throw new NotImplementedException();
}
public IEnumerable<string> GetAllAssetPaths()
{
return AssetDatabase.GetAllAssetPaths();
}
private static string ResolvePotentialParentPackageAssetPath(string assetPath)
{
const string packagesPrefix = "packages/";
if (!assetPath.StartsWith(packagesPrefix, StringComparison.OrdinalIgnoreCase))
{
return null;
}
var followupSeparator = assetPath.IndexOf('/', packagesPrefix.Length);
if (followupSeparator == -1)
{
return assetPath.ToLowerInvariant();
}
return assetPath.Substring(0, followupSeparator).ToLowerInvariant();
}
public UnityEditor.PackageManager.PackageInfo FindForAssetPath(string assetPath)
{
var parentPackageAssetPath = ResolvePotentialParentPackageAssetPath(assetPath);
if (parentPackageAssetPath == null)
{
return null;
}
if (m_PackageInfoCache.TryGetValue(parentPackageAssetPath, out var cachedPackageInfo))
{
return cachedPackageInfo;
}
var result = UnityEditor.PackageManager.PackageInfo.FindForAssetPath(parentPackageAssetPath);
m_PackageInfoCache[parentPackageAssetPath] = result;
return result;
}
public bool IsInternalizedPackagePath(string path)
{
if (string.IsNullOrEmpty(path.Trim()))
{
return false;
}
var packageInfo = FindForAssetPath(path);
if (packageInfo == null)
{
return false;
}
var packageSource = packageInfo.source;
switch (packageSource)
{
case PackageSource.Embedded:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Embedded);
case PackageSource.Registry:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Registry);
case PackageSource.BuiltIn:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.BuiltIn);
case PackageSource.Unknown:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Unknown);
case PackageSource.Local:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Local);
case PackageSource.Git:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Git);
case PackageSource.LocalTarball:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.LocalTarBall);
}
return false;
}
public ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory, string[] systemReferenceDirectories)
{
return CompilationPipeline.ParseResponseFile(
responseFilePath,
projectDirectory,
systemReferenceDirectories
);
}
public void ToggleProjectGeneration(ProjectGenerationFlag preference)
{
if (ProjectGenerationFlag.HasFlag(preference))
{
ProjectGenerationFlag ^= preference;
}
else
{
ProjectGenerationFlag |= preference;
}
}
internal void ResetPackageInfoCache()
{
m_PackageInfoCache.Clear();
}
public void ResetProjectGenerationFlag()
{
ProjectGenerationFlag = ProjectGenerationFlag.None;
}
public string GetAssemblyName(string assemblyOutputPath, string assemblyName)
{
if (assemblyOutputPath == PlayerAssemblyOutput)
return assemblyName + ".Player";
return assemblyName;
}
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.IO;
using System.Text;
namespace Microsoft.Unity.VisualStudio.Editor
{
public interface IFileIO
{
bool Exists(string fileName);
string ReadAllText(string fileName);
void WriteAllText(string fileName, string content);
}
class FileIOProvider : IFileIO
{
public bool Exists(string fileName)
{
return File.Exists(fileName);
}
public string ReadAllText(string fileName)
{
return File.ReadAllText(fileName);
}
public void WriteAllText(string fileName, string content)
{
File.WriteAllText(fileName, content, Encoding.UTF8);
}
}
}

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fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
namespace Microsoft.Unity.VisualStudio.Editor
{
public interface IGUIDGenerator
{
string ProjectGuid(string projectName, string assemblyName);
string SolutionGuid(string projectName, ScriptingLanguage scriptingLanguage);
}
class GUIDProvider : IGUIDGenerator
{
public string ProjectGuid(string projectName, string assemblyName)
{
return SolutionGuidGenerator.GuidForProject(projectName + assemblyName);
}
public string SolutionGuid(string projectName, ScriptingLanguage scriptingLanguage)
{
return SolutionGuidGenerator.GuidForSolution(projectName, scriptingLanguage);
}
}
}

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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.Text;
using UnityEditor.Compilation;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class LegacyStyleProjectGeneration : ProjectGeneration
{
internal override string StyleName => "Legacy";
public LegacyStyleProjectGeneration(string tempDirectory, IAssemblyNameProvider assemblyNameProvider, IFileIO fileIoProvider, IGUIDGenerator guidGenerator) : base(tempDirectory, assemblyNameProvider, fileIoProvider, guidGenerator)
{
}
public LegacyStyleProjectGeneration(string tempDirectory) : base(tempDirectory)
{
}
public LegacyStyleProjectGeneration()
{
}
internal override void GetProjectHeader(ProjectProperties properties, out StringBuilder headerBuilder)
{
headerBuilder = new StringBuilder();
//Header
headerBuilder.Append(@"<?xml version=""1.0"" encoding=""utf-8""?>").Append(k_WindowsNewline);
headerBuilder.Append($@"<Project ToolsVersion=""4.0"" DefaultTargets=""Build"" xmlns=""{MSBuildNamespaceUri}"">").Append(k_WindowsNewline);
headerBuilder.Append(@" <!-- Generated file, do not modify, your changes will be overwritten (use AssetPostprocessor.OnGeneratedCSProject) -->").Append(k_WindowsNewline);
headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append(@" <LangVersion>").Append(properties.LangVersion).Append(@"</LangVersion>").Append(k_WindowsNewline);
headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append(@" <Configuration Condition="" '$(Configuration)' == '' "">Debug</Configuration>").Append(k_WindowsNewline);
headerBuilder.Append(@" <Platform Condition="" '$(Platform)' == '' "">AnyCPU</Platform>").Append(k_WindowsNewline);
headerBuilder.Append(@" <ProductVersion>10.0.20506</ProductVersion>").Append(k_WindowsNewline);
headerBuilder.Append(@" <SchemaVersion>2.0</SchemaVersion>").Append(k_WindowsNewline);
headerBuilder.Append(@" <RootNamespace>").Append(properties.RootNamespace).Append(@"</RootNamespace>").Append(k_WindowsNewline);
headerBuilder.Append(@" <ProjectGuid>{").Append(properties.ProjectGuid).Append(@"}</ProjectGuid>").Append(k_WindowsNewline);
headerBuilder.Append(@" <OutputType>Library</OutputType>").Append(k_WindowsNewline);
headerBuilder.Append(@" <AppDesignerFolder>Properties</AppDesignerFolder>").Append(k_WindowsNewline);
headerBuilder.Append(@" <AssemblyName>").Append(properties.AssemblyName).Append(@"</AssemblyName>").Append(k_WindowsNewline);
// In the end, given we use NoConfig/NoStdLib (see below), hardcoding the target framework version with the legacy format will have no impact, even when targeting netstandard/net48 from Unity.
// And VSTU/Unity Game workload has a dependency towards net471 reference assemblies, so IDE will not complain that this specific SDK is not available.
// Unity already selected proper API surface through referenced DLLs for us.
headerBuilder.Append(@" <TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>").Append(k_WindowsNewline);
headerBuilder.Append(@" <FileAlignment>512</FileAlignment>").Append(k_WindowsNewline);
headerBuilder.Append(@" <BaseDirectory>.</BaseDirectory>").Append(k_WindowsNewline);
headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
GetProjectHeaderConfigurations(properties, headerBuilder);
// Explicit references
headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append(@" <NoConfig>true</NoConfig>").Append(k_WindowsNewline);
headerBuilder.Append(@" <NoStdLib>true</NoStdLib>").Append(k_WindowsNewline);
headerBuilder.Append(@" <AddAdditionalExplicitAssemblyReferences>false</AddAdditionalExplicitAssemblyReferences>").Append(k_WindowsNewline);
headerBuilder.Append(@" <ImplicitlyExpandNETStandardFacades>false</ImplicitlyExpandNETStandardFacades>").Append(k_WindowsNewline);
headerBuilder.Append(@" <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>").Append(k_WindowsNewline);
headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
GetProjectHeaderVstuFlavoring(properties, headerBuilder);
GetProjectHeaderAnalyzers(properties, headerBuilder);
}
internal override void AppendProjectReference(Assembly assembly, Assembly reference, StringBuilder projectBuilder)
{
// If the current assembly is a Player project, we want to project-reference the corresponding Player project
var referenceName = m_AssemblyNameProvider.GetAssemblyName(assembly.outputPath, reference.name);
projectBuilder.Append(@" <ProjectReference Include=""").Append(referenceName).Append(GetProjectExtension()).Append(@""">").Append(k_WindowsNewline);
projectBuilder.Append(" <Project>{").Append(ProjectGuid(referenceName)).Append("}</Project>").Append(k_WindowsNewline);
projectBuilder.Append(" <Name>").Append(referenceName).Append("</Name>").Append(k_WindowsNewline);
projectBuilder.Append(" </ProjectReference>").Append(k_WindowsNewline);
}
internal override void GetProjectFooter(StringBuilder footerBuilder)
{
footerBuilder.Append(string.Join(k_WindowsNewline,
$" <Import Project=\"{@"$(MSBuildToolsPath)\Microsoft.CSharp.targets".NormalizePathSeparators()}\" />",
@" <Target Name=""GenerateTargetFrameworkMonikerAttribute"" />",
@" <!-- To modify your build process, add your task inside one of the targets below and uncomment it.",
@" Other similar extension points exist, see Microsoft.Common.targets.",
@" <Target Name=""BeforeBuild"">",
@" </Target>",
@" <Target Name=""AfterBuild"">",
@" </Target>",
@" -->",
@"</Project>",
@""));
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
namespace Microsoft.Unity.VisualStudio.Editor
{
[Flags]
public enum ProjectGenerationFlag
{
None = 0,
Embedded = 1,
Local = 2,
Registry = 4,
Git = 8,
BuiltIn = 16,
Unknown = 32,
PlayerAssemblies = 64,
LocalTarBall = 128,
}
}

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MonoImporter:
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serializedVersion: 2
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executionOrder: 0
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userData:
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assetBundleVariant:

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using System;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class ProjectProperties
{
public string ProjectGuid { get; set; } = string.Empty;
public string LangVersion { get; set; } = "latest";
public string AssemblyName { get; set; } = string.Empty;
public string RootNamespace { get; set; } = string.Empty;
public string OutputPath { get; set; } = string.Empty;
// Analyzers
public string[] Analyzers { get; set; } = Array.Empty<string>();
public string RulesetPath { get; set; } = string.Empty;
public string AnalyzerConfigPath { get; set; } = string.Empty;
// Source generators
public string[] AdditionalFilePaths { get; set; } = Array.Empty<string>();
// RSP alterable
public string[] Defines { get; set; } = Array.Empty<string>();
public bool Unsafe { get; set; } = false;
// VSTU Flavouring
public string FlavoringProjectType { get; set; } = string.Empty;
public string FlavoringBuildTarget { get; set; } = string.Empty;
public string FlavoringUnityVersion { get; set; } = string.Empty;
public string FlavoringPackageVersion { get; set; } = string.Empty;
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
using System.Text;
using UnityEditor.Compilation;
using UnityEngine;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class SdkStyleProjectGeneration : ProjectGeneration
{
internal override string StyleName => "SDK";
internal class SdkStyleAssemblyNameProvider : AssemblyNameProvider
{
// disable PlayerGeneration with SdkStyle projects
internal override ProjectGenerationFlag ProjectGenerationFlagImpl => base.ProjectGenerationFlagImpl & ~ProjectGenerationFlag.PlayerAssemblies;
}
public SdkStyleProjectGeneration() : base(
Directory.GetParent(Application.dataPath)?.FullName,
new SdkStyleAssemblyNameProvider(),
new FileIOProvider(),
new GUIDProvider())
{
}
internal static readonly string[] SupportedCapabilities = new string[]
{
"Unity",
};
internal static readonly string[] UnsupportedCapabilities = new string[]
{
"LaunchProfiles",
"SharedProjectReferences",
"ReferenceManagerSharedProjects",
"ProjectReferences",
"ReferenceManagerProjects",
"COMReferences",
"ReferenceManagerCOM",
"AssemblyReferences",
"ReferenceManagerAssemblies",
};
internal override void GetProjectHeader(ProjectProperties properties, out StringBuilder headerBuilder)
{
headerBuilder = new StringBuilder();
headerBuilder.Append(@"<Project ToolsVersion=""Current"">").Append(k_WindowsNewline);
headerBuilder.Append(@" <!-- Generated file, do not modify, your changes will be overwritten (use AssetPostprocessor.OnGeneratedCSProject) -->").Append(k_WindowsNewline);
// Prevent circular dependency issues see https://github.com/microsoft/vscode-dotnettools/issues/401
// We need a dedicated subfolder for each project in obj, else depending on the build order, nuget cache files could be overwritten
// We need to do this before common.props, else we'll have a MSB3539 The value of the property "BaseIntermediateOutputPath" was modified after it was used by MSBuild
headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append($" <BaseIntermediateOutputPath>{@"Temp\obj\$(Configuration)\$(MSBuildProjectName)".NormalizePathSeparators()}</BaseIntermediateOutputPath>").Append(k_WindowsNewline);
headerBuilder.Append(@" <IntermediateOutputPath>$(BaseIntermediateOutputPath)</IntermediateOutputPath>").Append(k_WindowsNewline);
headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
// Supported capabilities
GetCapabilityBlock(headerBuilder, "Sdk.props", "Include", SupportedCapabilities);
headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append(@" <GenerateAssemblyInfo>false</GenerateAssemblyInfo>").Append(k_WindowsNewline);
headerBuilder.Append(@" <EnableDefaultItems>false</EnableDefaultItems>").Append(k_WindowsNewline);
headerBuilder.Append(@" <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>").Append(k_WindowsNewline);
headerBuilder.Append(@" <LangVersion>").Append(properties.LangVersion).Append(@"</LangVersion>").Append(k_WindowsNewline);
headerBuilder.Append(@" <Configurations>Debug;Release</Configurations>").Append(k_WindowsNewline);
headerBuilder.Append(@" <Configuration Condition="" '$(Configuration)' == '' "">Debug</Configuration>").Append(k_WindowsNewline);
headerBuilder.Append(@" <Platform Condition="" '$(Platform)' == '' "">AnyCPU</Platform>").Append(k_WindowsNewline);
headerBuilder.Append(@" <RootNamespace>").Append(properties.RootNamespace).Append(@"</RootNamespace>").Append(k_WindowsNewline);
headerBuilder.Append(@" <OutputType>Library</OutputType>").Append(k_WindowsNewline);
headerBuilder.Append(@" <AppDesignerFolder>Properties</AppDesignerFolder>").Append(k_WindowsNewline);
headerBuilder.Append(@" <AssemblyName>").Append(properties.AssemblyName).Append(@"</AssemblyName>").Append(k_WindowsNewline);
// In the end, given we use NoConfig/NoStdLib (see below), hardcoding the target framework version will have no impact, even when targeting netstandard/net48 from Unity.
// But with SDK style we use netstandard2.1 (net471 for legacy), so 3rd party tools will not fail to work when .NETFW reference assemblies are not installed.
// Unity already selected proper API surface through referenced DLLs for us.
headerBuilder.Append(@" <TargetFramework>netstandard2.1</TargetFramework>").Append(k_WindowsNewline);
headerBuilder.Append(@" <BaseDirectory>.</BaseDirectory>").Append(k_WindowsNewline);
headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
GetProjectHeaderConfigurations(properties, headerBuilder);
// Explicit references
headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
headerBuilder.Append(@" <NoStandardLibraries>true</NoStandardLibraries>").Append(k_WindowsNewline);
headerBuilder.Append(@" <NoStdLib>true</NoStdLib>").Append(k_WindowsNewline);
headerBuilder.Append(@" <NoConfig>true</NoConfig>").Append(k_WindowsNewline);
headerBuilder.Append(@" <DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>").Append(k_WindowsNewline);
headerBuilder.Append(@" <MSBuildWarningsAsMessages>MSB3277</MSBuildWarningsAsMessages>").Append(k_WindowsNewline);
headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
GetProjectHeaderVstuFlavoring(properties, headerBuilder, false);
GetProjectHeaderAnalyzers(properties, headerBuilder);
}
internal override void AppendProjectReference(Assembly assembly, Assembly reference, StringBuilder projectBuilder)
{
// If the current assembly is a Player project, we want to project-reference the corresponding Player project
var referenceName = m_AssemblyNameProvider.GetAssemblyName(assembly.outputPath, reference.name);
projectBuilder.Append(@" <ProjectReference Include=""").Append(referenceName).Append(GetProjectExtension()).Append(@""" />").Append(k_WindowsNewline);
}
internal override void GetProjectFooter(StringBuilder footerBuilder)
{
// Unsupported capabilities
GetCapabilityBlock(footerBuilder, "Sdk.targets", "Remove", UnsupportedCapabilities);
footerBuilder.Append("</Project>").Append(k_WindowsNewline);
}
internal static void GetCapabilityBlock(StringBuilder footerBuilder, string import, string attribute, string[] capabilities)
{
footerBuilder.Append($@" <Import Project=""{import}"" Sdk=""Microsoft.NET.Sdk"" />").Append(k_WindowsNewline);
footerBuilder.Append(@" <ItemGroup>").Append(k_WindowsNewline);
foreach (var capability in capabilities)
{
footerBuilder.Append($@" <ProjectCapability {attribute}=""{capability}"" />").Append(k_WindowsNewline);
}
footerBuilder.Append(@" </ItemGroup>").Append(k_WindowsNewline);
}
}
}

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