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Top-Level Project Generation Change #111
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Top-Level Project Generation Change #111
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| public static void RegenerateSDKProjects() | ||
| { | ||
| RegenerateEverything(reparseUnityData: true); | ||
| RegenerateEverything(unityProjectInfo = new UnityProjectInfo(SupportedBuildTargets, Config, true)); |
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true [](start = 104, length = 4)
nit: specify the argument name here for the true. #Pending
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| public static void ExportTopLevelDependenciesProject(IUnityProjectExporter exporter, MSBuildToolsConfig config, DirectoryInfo generatedProjectFolder, UnityProjectInfo unityProjectInfo) | ||
| { |
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nit: add summary #WontFix
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Leaving for now, as this class is temporary so I can split off the logic and then adapt it in the appropriate place.
In reply to: 369676752 [](ancestors = 369676752)
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| public void Dispose() | ||
| { |
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nit: add summary #Pending
| // Logging will be re-enabled with robust update holistically across MSB4U: https://github.com/microsoft/MSBuildForUnity/issues/75 | ||
| // Debug.Log($"Native plugin {plugin.ReferencePath.AbsolutePath} not yet supported for MSBuild project."); | ||
| } | ||
| } |
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nit: remove this foreach if its a noop. Or comment it all out #Pending
| public string Condition { get; set; } | ||
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| public override int GetHashCode() | ||
| { |
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nit: add inheritdoc for these overrides
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How were these changes tested? |
…ndenciesProjectGeneration
…o propogate to top level project
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Tested this with all three samples, and actually the work you been doing in SpectatorView.Unity In reply to: 577283613 [](ancestors = 577283613) |
keveleigh
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Nothing jumps out at me
chrisfromwork
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![]()
This change updates how we perform top-level project generation, and a bit of other cleanup.