Add dotnet7 for Android (wip)
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@@ -154,68 +154,7 @@ bool CompileScriptsStep::Perform(CookingData& data)
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String target = project->GameTarget;
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StringView workingDir;
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const Char *platform, *architecture, *configuration = ::ToString(data.Configuration);
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switch (data.Platform)
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{
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case BuildPlatform::Windows32:
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platform = TEXT("Windows");
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architecture = TEXT("x86");
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break;
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case BuildPlatform::Windows64:
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platform = TEXT("Windows");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::UWPx86:
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platform = TEXT("UWP");
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architecture = TEXT("x86");
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break;
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case BuildPlatform::UWPx64:
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platform = TEXT("UWP");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::XboxOne:
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platform = TEXT("XboxOne");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::LinuxX64:
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platform = TEXT("Linux");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::PS4:
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platform = TEXT("PS4");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::XboxScarlett:
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platform = TEXT("XboxScarlett");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::AndroidARM64:
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platform = TEXT("Android");
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architecture = TEXT("ARM64");
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break;
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case BuildPlatform::Switch:
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platform = TEXT("Switch");
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architecture = TEXT("ARM64");
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break;
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case BuildPlatform::PS5:
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platform = TEXT("PS5");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::MacOSx64:
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platform = TEXT("Mac");
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architecture = TEXT("x64");
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break;
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case BuildPlatform::MacOSARM64:
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platform = TEXT("Mac");
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architecture = TEXT("ARM64");
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break;
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case BuildPlatform::iOSARM64:
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platform = TEXT("iOS");
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architecture = TEXT("ARM64");
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break;
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default:
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LOG(Error, "Unknown or unsupported build platform.");
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return true;
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}
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data.GetBuildPlatformName(platform, architecture);
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String targetBuildInfo = project->ProjectFolderPath / TEXT("Binaries") / target / platform / architecture / configuration / target + TEXT(".Build.json");
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if (target.IsEmpty())
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{
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