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Copy pathModRemoteScene.csproj
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72 lines (62 loc) · 3.78 KB
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<Project Sdk="Godot.NET.Sdk/4.5.1" InitialTargets="CheckDependencyPaths">
<Import Project=".\Sts2PathDiscovery.props"/>
<Import Project="build/mod.build.props" />
<Import Project="build/mod.build.targets" />
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<LangVersion>preview</LangVersion>
<EnablePreviewFeatures>true</EnablePreviewFeatures>
<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
<EnableDefaultNoneItems>false</EnableDefaultNoneItems>
<EnableDefaultEmbeddedResourceItems>false</EnableDefaultEmbeddedResourceItems>
<ImplicitUsings>true</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<AppOutputBase>$(MSBuildProjectDirectory)\</AppOutputBase>
<PathMap>$(AppOutputBase)=.\</PathMap>
<GodotDisabledSourceGenerators>GodotPluginsInitializer</GodotDisabledSourceGenerators>
<!-- Diasble architecture mismatch warning; mods are ideally built for all platforms (MSIL)
while your local StS2 version will be for your specific platform. -->
<NoWarn>$(NoWarn);MSB3270</NoWarn>
</PropertyGroup>
<ItemGroup>
<Content Include="local.props.example"/>
<Content Include="project.godot"/>
<AdditionalFiles Include="ModRemoteScene/localization/**/*.json"/> <!-- Used by analyzer -->
<EmbeddedResource Remove="ModRemoteScene/**"/>
<Compile Remove="addons\**"/>
<Compile Remove="src\**"/>
<Compile Remove="ModRemoteScene/**"/>
<Compile Include="ModRemoteSceneCode/**/*.cs"/>
<!-- If TOOLS is not defined we want to exclude the "editor" folder from being shipped -->
<Compile Condition="$(DefineConstants.Contains('TOOLS')) == 'true'" Include="editor\**\*.cs" />
<Compile Condition="$(DefineConstants.Contains('TOOLS')) == 'false'" Remove="editor\**\*.cs" />
<None Include="ModRemoteScene/**"/>
<None Include="ModRemoteSceneCode/**"/> <!--Exclude="ModRemoteSceneCode/**/*.cs"-->
<None Include="build/**"/>
<None Include="editor/**"/>
<None Include="ModRemoteScene.json"/>
<None Include="local.props"/>
<None Include=".gitignore"/>
<None Remove=".examples/**"/>
<PackageReference Update="Alchyr.Sts2.ModAnalyzers" Version="0.1.9" />
<!--<GodotResourceFiles Include="ModRemoteScene/**"/>-->
</ItemGroup>
<Target Name="CheckDependencyPaths">
<Error Text=" Slay the Spire 2 data not found at path '$(Sts2DataDir)'" Condition="'$(Sts2DataDir)' == '' or !Exists('$(Sts2DataDir)')" />
</Target>
<Target Name="GodotImport" BeforeTargets="GodotPublish"
Condition="'$(GodotPath)' != '' and Exists('$(GodotPath)') and '$(SkipGodotImport)' != 'true'">
<Exec Command=""$(GodotPath)" --headless --audio-driver Dummy --path "$(MSBuildProjectDirectory)" --import --quit --extra-args --no-window"
EnvironmentVariables="IsInnerGodotExport=true;MSBUILDDISABLENODEREUSE=1;Configuration=$(Configuration)"
IgnoreExitCode="true"
IgnoreStandardErrorWarningFormat="true"/>
</Target>
<!-- The Sentry addon auto-injects this import; We need the dll in the debug folder but this package takes priority and prohibits it.
Option 1: Leave the auto import and manually add Sentry.dll to the folder (Can be found in the games installation directory)
Option 2: Immediately remove the Package again, so the reference settings in mod.build.props take over-->
<Import Project="addons/sentry/dotnet/Sentry.Godot.props" Condition="Exists('addons/sentry/dotnet/Sentry.Godot.props')" />
<ItemGroup>
<PackageReference Remove="Sentry"/>
</ItemGroup>
</Project>