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BlueprintEditorPlugin.csproj
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BlueprintEditorPlugin.csproj
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<Project Sdk="Microsoft.NET.Sdk.WindowsDesktop">
<PropertyGroup>
<Configurations>Developer - Debug;Release - Final</Configurations>
<Platforms>x64</Platforms>
<TargetFramework>net48</TargetFramework>
<AssemblyTitle>BlueprintEditorPlugin</AssemblyTitle>
<Product>BlueprintEditorPlugin</Product>
<Copyright>Copyright © 2020</Copyright>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<UseWPF>true</UseWPF>
<OutputType>Library</OutputType>
<LangVersion>11</LangVersion>
<PathMap>$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)'))=$(MSBuildProjectName)\</PathMap>
<DebugType>embedded</DebugType>
<WeaverConfiguration>
<Weavers>
<Costura>
<IncludeAssemblies>
Prism
</IncludeAssemblies>
</Costura>
</Weavers>
</WeaverConfiguration>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Developer - Debug|x64' ">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\Developer\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release - Final|x64'">
<OutputPath>bin\Release\Final\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
</PropertyGroup>
<!-- This item group is for referencing all of the binaries frosty has -->
<!-- Replace "..\..\1063\" with the directory to your FrostyToolsuite folder -->
<ItemGroup>
<Reference Include="FrostyControls">
<HintPath>..\..\1063\FrostyToolsuite\FrostyEditor\bin\Developer\Debug\FrostyControls.dll</HintPath>
</Reference>
<Reference Include="FrostyCore">
<HintPath>..\..\1063\FrostyToolsuite\FrostyEditor\bin\Developer\Debug\FrostyCore.dll</HintPath>
</Reference>
<Reference Include="FrostyEditor">
<HintPath>..\..\1063\FrostyToolsuite\FrostyEditor\bin\Developer\Debug\FrostyEditor.exe</HintPath>
</Reference>
<Reference Include="FrostyHash">
<HintPath>..\..\1063\FrostyToolsuite\FrostyEditor\bin\Developer\Debug\FrostyHash.dll</HintPath>
</Reference>
<Reference Include="FrostySdk">
<HintPath>..\..\1063\FrostyToolsuite\FrostyEditor\bin\Developer\Debug\FrostySdk.dll</HintPath>
</Reference>
<Reference Include="Microsoft.CSharp" />
<Reference Include="PresentationCore" />
<Reference Include="PresentationFramework" />
<Reference Include="System.Xaml" />
<Reference Include="WindowsBase" />
</ItemGroup>
<ItemGroup>
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AICombatBehaviorEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AICombatGroupEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIDefendAreaEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIKillCounterEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AISensingParameterEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIUseCoverEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIVehicleBehaviorEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CheckGameModeEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConditionalFloatEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConditionalIntEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConditionalTransformEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConsoleCommandTriggerEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CoopSpawnHelperEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CoopSplitterEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CustomizeSoldierEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\FadeEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\FloatEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\HumanPlayerProxyEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\LocalPlayerGateEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\LocatorEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\PbrSphereLightEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ProjectileStateEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\PropertyCacheEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\PropertyCastEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\SendEventEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\SoundEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\StringConstantEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\SubLevelStatusEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\TeamFilterEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\TeamIdToIntEntityData.nmc" />
<None Remove="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\TeamRelationEntityData.nmc" />
<None Remove="Images\BlueprintEdit.png" />
<Resource Include="Images\BlueprintEdit.png" />
<None Remove="Images\AddObjectButton.png" />
<Resource Include="Images\AddObjectButton.png" />
<None Remove="Images\AutoSortButton.png" />
<Resource Include="Images\AutoSortButton.png" />
<None Remove="Images\RemoveObjectButton.png" />
<Resource Include="Images\Refresh.png" />
<Resource Include="Images\RemoveObjectButton.png" />
<None Remove="Images\github-mark-white.png" />
<Resource Include="Images\github-mark-white.png" />
<None Remove="Windows\BlueprintEditorPortMenu.xaml.cs~" />
<None Remove="Images\NCS.png" />
<Resource Include="Images\NCS.png" />
<None Remove="Images\Networked.png" />
<Resource Include="Images\Networked.png" />
<None Remove="Images\Server.png" />
<Resource Include="Images\Server.png" />
<None Remove="Images\CollapseWindow.png" />
<Resource Include="Images\CollapseWindow.png" />
<None Remove="Images\CollapsedWindow.png" />
<Resource Include="Images\CollapsedWindow.png" />
<None Remove="Images\InterfaceIcon.png" />
<Resource Include="Images\InterfaceIcon.png" />
<None Remove="Images\RedirectIcon.png" />
<Resource Include="Images\InputRedirectIcon.png" />
<None Remove="Images\AddRedirectIcon.png" />
<Resource Include="Images\AddRedirectIcon.png" />
<None Remove="Images\OutputRedirectIcon.png" />
<Resource Include="Images\OutputRedirectIcon.png" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Costura.Fody" Version="5.7.0">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="Prism.Core" Version="8.1.97" />
</ItemGroup>
<ItemGroup>
<Page Update="Models\Editors\BlueprintGraphEditor.xaml">
<Generator>MSBuild:Compile</Generator>
<XamlRuntime>Wpf</XamlRuntime>
<SubType>Designer</SubType>
</Page>
<Page Update="Editors\BlueprintEditor\BlueprintGraphEditor.xaml">
<Generator>MSBuild:Compile</Generator>
<XamlRuntime>Wpf</XamlRuntime>
<SubType>Designer</SubType>
</Page>
<Page Update="Editors\PropertyGrid\BlueprintPropertyGrid.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<None Remove="Images\Client.png" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AICombatBehaviorEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AICombatGroupEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIDefendAreaEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIKillCounterEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AISensingParameterEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIUseCoverEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\AIVehicleBehaviorEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CheckGameModeEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConditionalFloatEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConditionalIntEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConditionalTransformEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ConsoleCommandTriggerEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CoopSpawnHelperEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CoopSplitterEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\CustomizeSoldierEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\FadeEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\FloatEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\HumanPlayerProxyEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\LocalPlayerGateEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\LocatorEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\PbrSphereLightEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\ProjectileStateEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\PropertyCacheEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\PropertyCastEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\SendEventEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\SoundEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\StringConstantEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\SubLevelStatusEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\TeamFilterEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\TeamIdToIntEntityData.nmc" />
<EmbeddedResource Include="Editors\BlueprintEditor\Nodes\TypeMapping\Configs\TeamRelationEntityData.nmc" />
<Resource Include="Images\Client.png" />
</ItemGroup>
<ItemGroup>
<Folder Include="Views\Themes" />
</ItemGroup>
<!-- This is for copying our binaries into the plugins folder -->
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<!-- Replace the second directory with the directory to your frosty's plugins folder -->
<Exec Condition="'$(Configuration)|$(Platform)' == 'Developer - Debug|x64'" Command="xcopy /Y $(TargetPath) ..\..\1063\FrostyToolsuite\FrostyEditor\bin\Developer\Debug\Plugins\" />
<Exec Condition="'$(Configuration)|$(Platform)' == 'Release - Final|x64'" Command="xcopy /Y $(TargetPath) ..\..\1063\FrostyToolsuite\FrostyEditor\bin\Release\Final\Plugins\" />
</Target>
<PropertyGroup>
<EmitLegacyAssetsFileItems>True</EmitLegacyAssetsFileItems>
</PropertyGroup>
</Project>