//#define COMPILE_WITH_DLSS using System; using Flax.Build; using Flax.Build.NativeCpp; public class GameTarget : GameProjectTarget { private bool UseDLSS = false; /// public override void Init() { base.Init(); OutputName = "Goake"; Win32ResourceFile = @"C:\dev\GoakeFlax\Source\goake.rc"; IsPreBuilt = false; Architectures = new TargetArchitecture[] { TargetArchitecture.x64 }; Platforms = new TargetPlatform[] { TargetPlatform.Windows }; LinkType = TargetLinkType.Monolithic; if (LinkType == TargetLinkType.Monolithic) { Modules.Add("Main"); OutputType = TargetOutputType.Executable; } Modules.Add("Game"); //Modules.Add("FidelityFXFSR"); #if COMPILE_WITH_DLSS //Modules.Add("DLSS"); #endif } public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType = null) { if (!Environment.CommandLine.Contains("Cooker")) // Hacky way to detect if this is run during cooking { // Output files directly to cooked folders (used only during development) if (options.Configuration == TargetConfiguration.Development) options.OutputFolder = @"C:\dev\GoakeFlax\Output\WindowsDevelopment"; else if (options.Configuration == TargetConfiguration.Release) options.OutputFolder = @"C:\dev\GoakeFlax\Output\WindowsRelease"; } return base.GetOutputFilePath(options, outputType); } }