UnityGame/Library/PackageCache/com.unity.ide.visualstudio/Editor/ProjectGeneration/LegacyStyleProjectGeneration.cs

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2024-10-27 10:53:47 +03:00
/*---------------------------------------------------------------------------------------------
* 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>",
@""));
}
}
}