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Reworked Platform Props Exporting #110
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… as for common props file.
| /// <param name="inEditor">Whether to export the inEditor version.</param> | ||
| public static void ExportCoreUnityPropFile(IUnityProjectExporter exporter, CompilationPlatformInfo platform, bool inEditor) | ||
| { | ||
| string configuration = inEditor ? "InEditor" : "Player"; |
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"InEditor" : "Player" [](start = 46, length = 21)
it feels like these should be hard coded as constants somewhere for consistency throughout the exporters
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Possibly, but will save that for a later change.
nit: remove "All rights reserved." Refers to: Source/MSBuildTools.Unity/Packages/com.microsoft.msbuildforunity/Editor/ProjectGenerator/Scripts/Exporters/IPlatformPropsExporter.cs:1 in 3252586. [](commit_id = 3252586, deletion_comment = False) |
| /// </summary> | ||
| /// <param name="path">The <see cref="FileInfo"/> representing where this props file will be written.</param> | ||
| /// <param name="scriptingBackend">The scripting backend for the platform props.</param> | ||
| IWSAPlayerPlatformPropsExporter CreateWSAPlayerPlatformPropsExporter(FileInfo path, ScriptingBackend scriptingBackend); |
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CreateWSAPlayerPlatformPropsExporter [](start = 40, length = 36)
are we going to need a custom exporter for each platform/player combination? Are there specific things needed on IWSAPlayerPlatformPropsExporter that wouldn't pertain to other platforms?
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Yes, and yes Min/Max target UWP platform.
chrisfromwork
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Putting it in, will remove the copyright in a subsequent PR I will be putting out soon. |
This follows the same approach as #109 in updating how the exporter logic is split up for a cleaner and well understood split of responsibilities.