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106 lines (97 loc) · 4.63 KB
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<LangVersion>7.3</LangVersion>
<AssemblyName>MmdDynamicBoneStabilizer</AssemblyName>
<RootNamespace>MmdDynamicBoneStabilizer</RootNamespace>
<Version>1.2.2</Version>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<GenerateAssemblyInfo>true</GenerateAssemblyInfo>
<Deterministic>true</Deterministic>
<Nullable>disable</Nullable>
</PropertyGroup>
<!-- GameFlavor selects the target game: KK (Koikatu, default) or KKS
(Koikatsu Sunshine). KKS builds use the dedicated Release-KKS /
Debug-KKS configurations, which isolate bin and obj from the KK
outputs. KKS targets net471, matching the Unity 2018.4 assemblies
of Koikatsu Sunshine; CharaAnime keeps the same CharaAnime
namespace but a different dependency GUID in KKS. -->
<PropertyGroup Condition="'$(Configuration)' == 'Release-KKS' or '$(Configuration)' == 'Debug-KKS'">
<GameFlavor>KKS</GameFlavor>
<DefineConstants>$(DefineConstants);KKS</DefineConstants>
</PropertyGroup>
<PropertyGroup>
<GameFlavor Condition="'$(GameFlavor)' == ''">KK</GameFlavor>
</PropertyGroup>
<PropertyGroup>
<TargetFramework Condition="'$(GameFlavor)' == 'KKS'">net48</TargetFramework>
<TargetFramework Condition="'$(TargetFramework)' == ''">net35</TargetFramework>
<GameRoot Condition="'$(GameFlavor)' == 'KKS' and '$(KKS_BUILD_GAME_ROOT)' != ''">$(KKS_BUILD_GAME_ROOT)</GameRoot>
<GameRoot Condition="'$(GameFlavor)' != 'KKS' and '$(KOIKATU_BUILD_GAME_ROOT)' != ''">$(KOIKATU_BUILD_GAME_ROOT)</GameRoot>
<GameRoot Condition="'$(GameRoot)' == '' and '$(GameFlavor)' == 'KKS'">H:\KKS\KKS</GameRoot>
<GameRoot Condition="'$(GameRoot)' == ''">Z:\Koikatu</GameRoot>
<!-- Both games name their Studio data folder CharaStudio_Data. -->
<StudioData Condition="'$(GameFlavor)' == 'KKS'">CharaStudio_Data</StudioData>
<StudioData Condition="'$(StudioData)' == ''">CharaStudio_Data</StudioData>
<!-- KKS uses its own lock file; KK restore behavior is unchanged. -->
<NuGetLockFilePath Condition="'$(GameFlavor)' == 'KKS'">packages.KKS.lock.json</NuGetLockFilePath>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<Compile Remove="release/**/*.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="BepInEx">
<HintPath>$(GameRoot)\BepInEx\core\BepInEx.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>$(GameRoot)\BepInEx\core\0Harmony.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>$(GameRoot)\$(StudioData)\Managed\Assembly-CSharp.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="CharaAnime">
<HintPath>$(GameRoot)\BepInEx\plugins\CharaAnime.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
<!-- KKS splits UnityEngine into modules; add the ones the plugin uses. -->
<ItemGroup Condition="'$(GameFlavor)' == 'KKS'">
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.IMGUIModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.IMGUIModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.UIModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.UIModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.PhysicsModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.ClothModule">
<HintPath>$(GameRoot)\$(StudioData)\Managed\UnityEngine.ClothModule.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
</Project>