873 lines
42 KiB
XML
873 lines
42 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>UMod-BuildEngine</name>
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</assembly>
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<members>
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<member name="T:UMod.BuildEngine.BuildContext">
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<summary>
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Build engine context passed to build processors.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.ModAssetsPath">
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<summary>
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The mod asset path pointing to the folder to export relative to the Unity project.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.ToolSettings">
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<summary>
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The mod tools settings used for the build.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.ExportSettings">
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<summary>
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The user export settings used for the build.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.ExportProfile">
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<summary>
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The target user export profile used to export the mod.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.ModIdentity">
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<summary>
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The generated mod identifier.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.BuildScripts">
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<summary>
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The registered build scripts.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.BuildAssemblies">
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<summary>
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The registered build assemblies.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.BuildReferences">
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<summary>
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The target referenced mods for the build.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildContext.ProcessorStage">
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<summary>
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The current processor stage.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.BuildScripts">
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<summary>
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A collection of CSharp source files registered for the build.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildScripts.ScriptCount">
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<summary>
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Get the number of source files registered.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildScripts.HasScripts">
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<summary>
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Returns true if there are one or more source files registered.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildScripts.SourceFiles">
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<summary>
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Get an array of source file paths.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.BuildScripts.RegisterScriptForBuild(System.String)">
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<summary>
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Add the specified source file to the build.
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</summary>
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<param name="scriptFile">The CSharp source file path</param>
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<returns>True if the source file was added or false if not</returns>
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</member>
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<member name="T:UMod.BuildEngine.Build.Linker.Components.BehaviourComponentLinker">
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<summary>
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Responsible for ensuring that all custom mono behaviours get serialized into mod format and that the Mod
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Identiy component is present.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.Build.Linker.PrefabLinkBehaviour">
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<summary>
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Responsible for managing all link behavious that are assigned to prefabs.
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These scripts need special treatment as their link references need to be serialized as assets before
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export.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.Build.Linker.PrefabLinker">
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<summary>
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Responsible for ensuring that all scripts attached to a specific prefab are linked correctly and that
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the changes to the prefab are applied.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.Build.Linker.SceneLinker">
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<summary>
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Responsible for ensuring that all scripts in a scene are linked correctly.
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Scripts attached to prefab instances are not linked by the scene linker.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.Build.BuildAssemblies">
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<summary>
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A collection of assemblies that are included in the build.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.Build.BuildAssemblies.AssemblyCount">
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<summary>
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Get the number of assemblies registered.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.Build.BuildAssemblies.HasAssemblies">
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<summary>
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Returns true if one or more assemblies are registered.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.Build.BuildAssemblies.Assemblies">
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<summary>
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Get an array of assembly entries.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.Build.BuildAssemblies.Clear">
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<summary>
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Remove all reistered assemblies.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RegisterAssemblyForBuild(System.Byte[],System.Boolean)">
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<summary>
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Add an assembly to the build for export.
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</summary>
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<param name="assemblyData">The managed assembly data</param>
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<param name="isUModCompiled">Is the assembly compiled by uMod</param>
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<returns>True if the assembly was added to the build</returns>
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</member>
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<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RegisterSymbolsForBuild(System.String,System.Byte[])">
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<summary>
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Add assembly debug symbols to the build.
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</summary>
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<param name="assemblyName">The name of the assembly</param>
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<param name="symbolData">The mdb symbol data image</param>
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<returns>True if the symbols were added or false if not</returns>
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</member>
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<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RegisterMetaDataForBuild(System.String,System.Byte[])">
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<summary>
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Add assembly meta data to the build.
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</summary>
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<param name="assemblyName">The name of the assembly</param>
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<param name="metaData">The .meta data for the assembly image</param>
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<returns>True if the meta dat was added or false if not</returns>
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</member>
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<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RemoveFromBuild(UMod.Shared.Resources.ModAssemblyEntry)">
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<summary>
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Remove the specfieid assembly entry.
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</summary>
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<param name="entry">The entry instance to remove</param>
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</member>
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<member name="M:UMod.BuildEngine.Build.BuildAssemblies.FindBuildAssemblyForType(System.Type)">
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<summary>
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Attempt to find the registered assembly that contains the specified type.
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</summary>
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<param name="type">The type to search for</param>
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<returns>An assembly if found or null</returns>
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</member>
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<member name="T:UMod.BuildEngine.BuildEndStatus">
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<summary>
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Represents the end status of a build and indicates whether the build was successfuly or not.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.BuildEndStatus.Unknown">
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<summary>
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An unknown error occurred while performing the build.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.BuildEndStatus.Invalid">
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<summary>
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A build was attempted with an invalid configuration.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.BuildEndStatus.Success">
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<summary>
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The build succeeded without error.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.BuildEndStatus.Failed">
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<summary>
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The build failed.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.InvalidModFolderReason">
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<summary>
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A value indicating why a folder path is an invalid mod assets path.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModFolderReason.None">
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<summary>
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The path is valid (No error).
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModFolderReason.EmptyPath">
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<summary>
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The specified mod folder path is either null or empty.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModFolderReason.NotFound">
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<summary>
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The specified mod folder could not be found.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModFolderReason.IsAssets">
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<summary>
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The specified mod folder is set to the 'Assets' folder. This is not allowed.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModFolderReason.NotChildOfAssets">
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<summary>
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The specified folder does no point to a valid 'Assets' sub folder.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.InvalidModOutputReason">
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<summary>
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An enum value indicating why the specified output is not valid
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModOutputReason.None">
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<summary>
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The ourput is valid (No error).
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModOutputReason.EmptyName">
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<summary>
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The mod name is either null or empty.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.InvalidModOutputReason.VersionFormat">
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<summary>
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The mod version is incorrectly formatted.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.BuildEngineProcessor">
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<summary>
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Override this class and decorate with the
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<see cref="T:UMod.BuildPipeline.UModBuildProcessorAttribute"/>
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in order to create a custom build asset processor.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.BuildEngineService">
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<summary>
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The main class for interacting with the uMod build engine.
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Use this class to compile a asset directory into mod format for loading at runtime.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.BuildEngineService.BuildProcessorStage">
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<summary>
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An enum value representing the current build processor stage
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.BuildEngineService.BuildProcessorStage.BeforeCompile">
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<summary>
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Build processors are running before scripts have been compiled.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.BuildEngineService.BuildProcessorStage.AfterCompile">
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<summary>
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Build processors are running after scripts have been compiled.
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</summary>
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</member>
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<member name="E:UMod.BuildEngine.BuildEngineService.OnGenerateModIdentifier">
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<summary>
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An event that is triggered when the build engine requires a mod identifier to be created. You can add a
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listener to this event in order to manually generate mod identifiers.
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</summary>
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</member>
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<member name="P:UMod.BuildEngine.BuildEngineService.LogLocation">
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<summary>
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Get the build engine log file location.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.BuildMod(UMod.ModTools.Export.ExportSettings)">
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<summary>
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Start building a mod with the specified export settings.
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</summary>
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<param name="exportSettings">The export settings to use to build a mod. The settings must incldue atleast
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one valid and active export profile
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</param>
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<returns>A
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<see cref="T:UMod.BuildEngine.ModBuildResult"/>
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containing information about the build
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</returns>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.RunProcessors">
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<summary>
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Run all build engine processors on their target assets.
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Should only be called when a build is in progress.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.RunPipelineBuild">
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<summary>
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The main build engine sequence.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.RunPipelineCleanup">
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<summary>
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The build engine cleanup sequence.
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This will run after a build regardless of the build result to ensure that the project is returned to its
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prior state.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.ReportException(System.Exception,UMod.BuildPipeline.BuildPipelineService{UMod.BuildEngine.BuildContext,UMod.BuildPipeline.Build.BuildPipelineAsset}.BuildExceptionContext)">
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<summary>
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Log an exception to the current log output stream.
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</summary>
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<param name="e">The exception to log</param>
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<param name="exceptionContext">The build engine exception context</param>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.IsValidModFolder(System.String)">
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<summary>
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Attempts to validate a mod folder path.
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The specified folder must be inside the assets folder in order to be valid.
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</summary>
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<param name="modFolderPath">The folder path to valdiate</param>
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<returns>True if the specified path is valid or false if not</returns>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.IsValidOutput(UMod.ModTools.Export.ExportProfileSettings)">
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<summary>
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Attempts to valdiate the specified export profile.
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</summary>
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<param name="exportProfile">The export profile to validate</param>
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<returns>True if the specfied export profile is valid or false if not</returns>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.GetInvalidModFolderReason(System.String)">
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<summary>
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Get the reason that the specified mod folder is invalid.
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</summary>
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<param name="modFolderPath">The folder path to get the invalid reason for</param>
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<returns>An
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<see cref="T:UMod.BuildEngine.InvalidModFolderReason"/>
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indicating why the folder path is not valid
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</returns>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.GetInvalidModOutputReason(UMod.ModTools.Export.ExportProfileSettings)">
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<summary>
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Get the reason that the specified mod export profile is invalid.
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</summary>
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<param name="exportProfile">The mod export profile to get the invalid reason for</param>
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<returns>An
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<see cref="T:UMod.BuildEngine.InvalidModFolderReason"/>
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indicating why the export profile is not valid
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</returns>
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</member>
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<member name="M:UMod.BuildEngine.BuildEngineService.GetLogFileStream(System.IO.FileMode,System.IO.FileAccess)">
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<summary>
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Open the build engine log file for reading or writing.
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</summary>
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<param name="mode">The read or write mod</param>
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<param name="access">The file access mode</param>
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<returns>The build engine log file stream</returns>
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</member>
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<member name="T:UMod.BuildEngine.ModBuild">
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<summary>
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Represents a build mod that can be accessed in memory.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.ModCreateArgs">
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<summary>
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Contains information used when generating new mods.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.ModCreateArgs.exportProfile">
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<summary>
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The
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<see cref="T:UMod.ModTools.Export.ExportProfileSettings"/>
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for the new mod.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.ModCreateArgs.fullPath">
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<summary>
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The full path to the newly created mod folder.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.ModCreateArgs.relativePath">
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<summary>
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The path relative to the project folder of the newly created mod folder.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.ModCreateArgs.modName">
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<summary>
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The name of the newly created mod.
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</summary>
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</member>
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<member name="T:UMod.BuildEngine.ModCreate">
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<summary>
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Helper class responsible for creating new mod folders.
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</summary>
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</member>
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<member name="F:UMod.BuildEngine.ModCreate.OnModCreated">
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<summary>
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Called when a new mod has been created in the project folder.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.ModCreate.CreateNewMod(System.String,System.Boolean,System.Boolean)">
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<summary>
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Creates a new mod folder in the project folder at the specified path.
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</summary>
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<param name="modFolderPath">The relative or full path to the mod folder</param>
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<param name="makeActiveProfile">Should the mod be made active in the export settings once created</param>
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<param name="pingProjectWindow">Should the mod folder be highlighted in the project panel once created
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</param>
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</member>
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<member name="M:UMod.BuildEngine.ModToolsUtil.StartBuildAndRun(UMod.ModTools.Export.ExportSettings,System.Action)">
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<summary>
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Build a mod with the specified export settings and launch the mod in game when finished.
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The active mod export profile of the specified settings will be used to build the mod.
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You can load the current export settings for the project by calling 'ExportSettings.Load'.
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</summary>
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<exception cref="T:System.ArgumentNullException">The specified export settings are null</exception>
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<exception cref="T:System.ArgumentException">The specified export settings does not have a valid and active
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export profile
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</exception>
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<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
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<exception cref="T:UMod.BuildEngine.ModBuildException">There was a critical error when build the mod and
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exporting cannot continue. The exception will contain detailed information
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</exception>
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<exception cref="T:UMod.ModNotLoadedException">The build engine failed to load or resolve one or more
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referenced mods while building the active export profile
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</exception>
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<param name="settings">The export settings that will be used to build the mod</param>
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<param name="invalidExportSettingsCallback">A method that will be called when invalid export settings have
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been provided
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</param>
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<returns>A
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<see cref="T:UMod.BuildEngine.ModBuildResult"/>
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generated by the build engine
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</returns>
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</member>
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<member name="M:UMod.BuildEngine.ModToolsUtil.ShowToolsWindow(System.Type)">
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<summary>
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Show a mod tools editor window.
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Tools windows must inherit from<see cref="T:UnityEditor.EditorWindow"/>.
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</summary>
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<exception cref="T:System.ArgumentNullException">The specified type is null</exception>
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<exception cref="T:System.InvalidOperationException">The specified type does not inherit from
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<see cref="T:UnityEditor.EditorWindow"/>
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</exception>
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<param name="windowType">The type of the window to show</param>
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</member>
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<member name="M:UMod.BuildEngine.ModToolsUtil.RebuildReferenceCache">
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<summary>
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Force the build engine to reimport reference mod assemblies for the active export profile.
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</summary>
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</member>
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<member name="M:UMod.BuildEngine.ModToolsUtil.CreateSharedGameAssetInActiveScene(UnityEngine.GameObject,System.String)">
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<summary>
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Create an instance of the shared game asset with the specified guid.
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You can also specify a target game object which may be required for assets such as materials or
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textures.
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For prefab shared assets the target object will become the parent object.
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</summary>
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<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
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<exception cref="T:UMod.BuildEngine.ModToolsException">The specified asset guid does not exist</exception>
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<param name="targetObject">The target game object which will act as the parent or container object depending
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upon the shared asset type. Specifying null is allowed for shared assets which are of type
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<see cref="!:GameObject>"/>
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</param>
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<param name="assetGUID">The guid of the shared asset to create an instance of</param>
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</member>
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<member name="M:UMod.BuildEngine.ModToolsUtil.GetSharedAssetWithName(System.String,UMod.ModTools.ModToolsAssetSharing.SharedAsset@)">
|
|
<summary>
|
|
Attempt to get the shared asset information for an asset with the specified name.
|
|
</summary>
|
|
<param name="assetName">The name of the asset to search for as displayed in the game assets window</param>
|
|
<param name="sharedAsset">The shared asset information if found or an invalid object if not</param>
|
|
<returns>True if a matching shared asset was found or false if not</returns>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ModToolsUtil.HasSharedGameAsset(System.String)">
|
|
<summary>
|
|
Get a value indicating whether a shared game asset with the specified asset guid exists in the mod tools
|
|
package.
|
|
</summary>
|
|
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>.
|
|
<param name="assetGUID">The unique guid of the shared game asset</param>
|
|
<returns>True if the mod tools package contains a shared game asset with the specified guid or false if
|
|
not
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ModToolsUtil.GetSharedAssetType(System.String)">
|
|
<summary>
|
|
Get the type of a shared game asset with the specified guid.
|
|
Game assets can only be types derived from UnityEngine.Object.
|
|
</summary>
|
|
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
|
|
<exception cref="T:UMod.BuildEngine.ModToolsException">The specified asset guid does not exist</exception>
|
|
<param name="assetGUID">The unique guid of the shared game asset to retrieve the type of</param>
|
|
<returns>A
|
|
<see cref="T:System.Type"/>
|
|
of the shared game asset with the specified guid
|
|
</returns>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ModToolsUtil.GetAllSharedGameAssets">
|
|
<summary>
|
|
Get an array of asset guids which represent all available game assets which are available to the modder.
|
|
All shared game assets are referenced via unique guids which are relinked when the mod scene is loaded
|
|
in game.
|
|
</summary>
|
|
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
|
|
<returns>An array of shared game asset guids</returns>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ReferenceAssemblyLoader">
|
|
<summary>
|
|
Responsible for managing reference assemblies for the active export profile.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ReferenceAssemblyLoader.LoadReferencedAssemblies(System.Boolean)">
|
|
<summary>
|
|
Attempts to load all assembly references required by the active export profile.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.CompiledAssembly">
|
|
<summary>
|
|
Generated by the compiler and represents the loaded assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.RawAssembly">
|
|
<summary>
|
|
Gets the raw bytes of the assembly ready for output to the file system.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.Compiled">
|
|
<summary>
|
|
Gets the loaded assembly ready for reflection.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.AssemblyName">
|
|
<summary>
|
|
Gets the name of the compiled assembly as specified (Or generated).
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.WriteToFile(System.String)">
|
|
<summary>
|
|
Attempt to write the compiled assembly to the file system.
|
|
</summary>
|
|
<param name="filepath">The filepath to save the file to</param>
|
|
<returns>True if the write is successful</returns>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo">
|
|
<summary>
|
|
Allows the user to specify the name and version used when compiling.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo.OutputName">
|
|
<summary>
|
|
The name of the ouput assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo.TargetNetVersion">
|
|
<summary>
|
|
The .Net framework version to target when compiling, Default is v3.5 (Unity Compatibly).
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo.#ctor(System.String,System.String)">
|
|
<summary>
|
|
Create an instance of the output info wusing the specified name and version
|
|
</summary>
|
|
<param name="outputName">The name of the assembly</param>
|
|
<param name="targetNetVersion">The .Net framework version to use when compiling</param>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.CompileStatus">
|
|
<summary>
|
|
The current state of the compiler and compilation task.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Failure">
|
|
<summary>
|
|
The compile failed. Check the compile output for more details.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Success">
|
|
<summary>
|
|
The compile was successful.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Idle">
|
|
<summary>
|
|
The compiler is currently not performing any action and is waiting for a task.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Compiling">
|
|
<summary>
|
|
The compiler is currently compiling.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.NoSourceSupplied">
|
|
<summary>
|
|
There was no source code provided to the compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.CompilerContext">
|
|
<summary>
|
|
Contains contextual data for the build engine compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompilerContext.status">
|
|
<summary>
|
|
The compile statis of the active compiler service.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompilerContext.report">
|
|
<summary>
|
|
The compiler report generated by the last compile request.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UMod.BuildEngine.ScriptCompiler.CompilerContext.result">
|
|
<summary>
|
|
The compiler result generated by the last compile request.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerContext.Status">
|
|
<summary>
|
|
The compiler status as a result of the last build.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerContext.Report">
|
|
<summary>
|
|
The compiler log for the last build.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerContext.Result">
|
|
<summary>
|
|
The compiled assembly generated by the last build.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.CompilerFiles">
|
|
<summary>
|
|
Common files and extensions used during builds.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.CompilerLog">
|
|
<summary>
|
|
Contains the errors and warnings generated by the compiler duing a build.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.FullLog">
|
|
<summary>
|
|
Get the compile log as a full string value for easy output.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.Warnings">
|
|
<summary>
|
|
A string collection representing all of the compile warnings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.Errors">
|
|
<summary>
|
|
A string collection representing all of the compile errors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.WarningCount">
|
|
<summary>
|
|
The number of warnings this log contains.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.ErrorCount">
|
|
<summary>
|
|
The number of errors this log contains.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.HasWarnings">
|
|
<summary>
|
|
Returns true if there are 1 or more warnings in the last compile.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.HasErrors">
|
|
<summary>
|
|
Returns true if there are 1 or more errors in the last compile
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.CompilerLog.AddWarning(System.String,System.String)">
|
|
<summary>
|
|
Adds a compiler warning to the<see cref="T:UMod.BuildEngine.ScriptCompiler.CompilerLog"/>.
|
|
</summary>
|
|
<param name="warning">The warning message</param>
|
|
<param name="warningCode">The warning code</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.CompilerLog.AddError(System.String,System.String)">
|
|
<summary>
|
|
Adds a compiler error to the
|
|
<see cref="T:UMod.BuildEngine.ScriptCompiler.CompilerLog"/>
|
|
</summary>
|
|
<param name="error">The error message</param>
|
|
<param name="errorCode">The error code</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.CompilerLog.Clear">
|
|
<summary>
|
|
Clears all errors and warnings from the current log.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.ScriptCompilerService">
|
|
<summary>
|
|
The main class used to compile C# assembles using the specified info classes to pass source files and
|
|
references to the compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompilerService.Compile(UMod.BuildEngine.ScriptCompiler.ScriptCompileSource,UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo)">
|
|
<summary>
|
|
Begin compiling using the specified source info.
|
|
</summary>
|
|
<param name="source">Information that specifies the source files to compile</param>
|
|
<param name="output">Information that determines how the assembly will be compiled</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompilerService.Compile(UMod.BuildEngine.ScriptCompiler.Project.ProjectFile,UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo)">
|
|
<summary>
|
|
Begin compiling the specified project file.
|
|
</summary>
|
|
<param name="project">The project file containing source and reference information</param>
|
|
<param name="output">Information that determines how the assembly will be compiled</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource">
|
|
<summary>
|
|
Allows the source files and project references to be passed to the compiler without relying on a project
|
|
file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.SourceFiles">
|
|
<summary>
|
|
All the source files for this source info.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.References">
|
|
<summary>
|
|
All the references for this source info.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.Defines">
|
|
<summary>
|
|
All the define symbols for the source.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Create a new source info from a collection of source file paths.
|
|
</summary>
|
|
<param name="sourceFiles">A collection of strings representing paths to C# source files</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.Collections.Generic.IEnumerable{System.String},System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Create a new source info from a collection of source file paths with specified project references.
|
|
</summary>
|
|
<param name="sourceFiles">A collection of strings representing paths to C# source files</param>
|
|
<param name="references">A collection of project references</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.IO.DirectoryInfo,System.Boolean)">
|
|
<summary>
|
|
Create a new source info by searching the specified directory for C# source files.
|
|
</summary>
|
|
<param name="sourceDirectory">The directory info representing the directory to search</param>
|
|
<param name="deepSearch">When true, source files in child directories will also be added</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.IO.DirectoryInfo,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
|
|
<summary>
|
|
Create a new source info by searching the specified directory for C# source files. also adds the
|
|
specified project references.
|
|
</summary>
|
|
<param name="sourceDirectory">The directory info representing the directory to search</param>
|
|
<param name="references">A collection of project references</param>
|
|
<param name="deepSearch">When true, source files in child directories will also be added</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddSourceFile(System.String)">
|
|
<summary>
|
|
Add a source file to the collection of filed to be compiled.
|
|
</summary>
|
|
<param name="file">A full path to the C# source file</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddSourceFile(System.String,System.Boolean)">
|
|
<summary>
|
|
Add a source file to the collection of files to be compiled.
|
|
</summary>
|
|
<param name="file">The full path to the C# source file</param>
|
|
<param name="validate">When true the compiler will ensure that the file exists</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddReference(System.String)">
|
|
<summary>
|
|
Add a reference to the collection of project references.
|
|
</summary>
|
|
<param name="reference">The string path or name representing the reference, For example: 'System'</param>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddDefine(System.String)">
|
|
<summary>
|
|
Adds a project wide define symbol.
|
|
</summary>
|
|
<param name="define">he define symbol to add. For example, 'DEBUG'.</param>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile">
|
|
<summary>
|
|
Represents a C# project file containing source files and references.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.AssemblyName">
|
|
<summary>
|
|
The name of the assembly as specified in the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.SourceFiles">
|
|
<summary>
|
|
All source files associated with this project file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.References">
|
|
<summary>
|
|
All references associated with the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.Defines">
|
|
<summary>
|
|
All the compilation define symbols for the project. For example, 'DEBUG'.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.#ctor(System.String)">
|
|
<summary>
|
|
Create and parse the C# project file located at the specified path.
|
|
</summary>
|
|
<param name="file">The path to the project file</param>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.Project.ProjectLocator">
|
|
<summary>
|
|
Helper class used to locate project files within a directory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UMod.BuildEngine.ScriptCompiler.Project.ProjectLocator.FindProject(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Attempts to locate a project file that contains the specified key words and does not contain the
|
|
specified exclusions.
|
|
</summary>
|
|
<param name="directory">The directory to search for the project file, Top level only</param>
|
|
<param name="keyWords">An array of string values that must be present in the file name</param>
|
|
<param name="exclusions">An array of string values that cannot be present in the file name</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.ScriptCompiler.Project.ProjectParser">
|
|
<summary>
|
|
Parses microsoft visual studio project files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UMod.BuildEngine.UModBuildEngineVersion">
|
|
<summary>
|
|
The version of the core UMod build engine for compatibility with the host.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.UModBuildEngineVersion.MajorVersion">
|
|
<summary>
|
|
The major version for the uMod build engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.UModBuildEngineVersion.MinorVersion">
|
|
<summary>
|
|
The minor version for the uMod build engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UMod.BuildEngine.UModBuildEngineVersion.RevisionVersion">
|
|
<summary>
|
|
The revision version for the uMod build engine.
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|