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## [2.0.20] - 2023-06-27 Integration: - Internal API refactoring. ## [2.0.19] - 2023-06-14 Integration: - Add support for Visual Studio Code. Project generation: - Add support for Sdk Style poject generation. - Fix an issue related to missing properties with 2021.3.
83 lines
5.0 KiB
C#
83 lines
5.0 KiB
C#
/*---------------------------------------------------------------------------------------------
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* Copyright (c) Unity Technologies.
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* Copyright (c) Microsoft Corporation. All rights reserved.
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* Licensed under the MIT License. See License.txt in the project root for license information.
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*--------------------------------------------------------------------------------------------*/
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using System.IO;
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using System.Text;
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using UnityEditor.Compilation;
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using UnityEngine;
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namespace Microsoft.Unity.VisualStudio.Editor
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{
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internal class SdkStyleProjectGeneration : ProjectGeneration
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{
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internal class SdkStyleAssemblyNameProvider : AssemblyNameProvider
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{
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// disable PlayerGeneration with SdkStyle projects
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internal override ProjectGenerationFlag ProjectGenerationFlagImpl => base.ProjectGenerationFlagImpl & ~ProjectGenerationFlag.PlayerAssemblies;
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}
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public SdkStyleProjectGeneration() : base(
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Directory.GetParent(Application.dataPath)?.FullName,
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new SdkStyleAssemblyNameProvider(),
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new FileIOProvider(),
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new GUIDProvider())
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{
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}
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internal override void GetProjectHeader(ProjectProperties properties, out StringBuilder headerBuilder)
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{
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headerBuilder = new StringBuilder();
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headerBuilder.Append(@"<Project ToolsVersion=""Current"" Sdk=""Microsoft.NET.Sdk"">").Append(k_WindowsNewline);
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headerBuilder.Append(@" <!-- Generated file, do not modify, your changes will be overwritten (use AssetPostprocessor.OnGeneratedCSProject) -->").Append(k_WindowsNewline);
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headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <GenerateAssemblyInfo>false</GenerateAssemblyInfo>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <EnableDefaultItems>false</EnableDefaultItems>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <LangVersion>").Append(properties.LangVersion).Append(@"</LangVersion>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <Configurations>Debug;Release</Configurations>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <Configuration Condition="" '$(Configuration)' == '' "">Debug</Configuration>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <Platform Condition="" '$(Platform)' == '' "">AnyCPU</Platform>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <RootNamespace>").Append(properties.RootNamespace).Append(@"</RootNamespace>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <OutputType>Library</OutputType>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <AppDesignerFolder>Properties</AppDesignerFolder>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <AssemblyName>").Append(properties.AssemblyName).Append(@"</AssemblyName>").Append(k_WindowsNewline);
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// 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.
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// But with SDK style we use netstandard2.0 (net471 for legacy), so 3rd party tools will not fail to work when .NETFW reference assemblies are not installed.
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// Unity already selected proper API surface through referenced DLLs for us.
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headerBuilder.Append(@" <TargetFramework>netstandard2.0</TargetFramework>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <BaseDirectory>.</BaseDirectory>").Append(k_WindowsNewline);
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headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
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GetProjectHeaderConfigurations(properties, headerBuilder);
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// Explicit references
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headerBuilder.Append(@" <PropertyGroup>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <NoStandardLibraries>true</NoStandardLibraries>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <NoStdLib>true</NoStdLib>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <NoConfig>true</NoConfig>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>").Append(k_WindowsNewline);
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headerBuilder.Append(@" <MSBuildWarningsAsMessages>MSB3277</MSBuildWarningsAsMessages>").Append(k_WindowsNewline);
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headerBuilder.Append(@" </PropertyGroup>").Append(k_WindowsNewline);
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GetProjectHeaderVstuFlavoring(properties, headerBuilder, false);
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GetProjectHeaderAnalyzers(properties, headerBuilder);
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}
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internal override void AppendProjectReference(Assembly assembly, Assembly reference, StringBuilder projectBuilder)
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{
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// If the current assembly is a Player project, we want to project-reference the corresponding Player project
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var referenceName = m_AssemblyNameProvider.GetAssemblyName(assembly.outputPath, reference.name);
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projectBuilder.Append(@" <ProjectReference Include=""").Append(referenceName).Append(GetProjectExtension()).Append(@""" />").Append(k_WindowsNewline);
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}
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internal override void GetProjectFooter(StringBuilder footerBuilder)
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{
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footerBuilder.Append("</Project>").Append(k_WindowsNewline);
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}
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}
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}
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