< Summary

Class:GDX.Config
Assembly:GDX
File(s):D:/BuildAgent/work/GDX-Documentation/Projects/GDX_Development/Packages/com.dotbunny.gdx/GDX/Config.cs
Covered lines:0
Uncovered lines:23
Coverable lines:23
Total lines:190
Line coverage:0% (0 of 23)
Covered branches:0
Total branches:0
Covered methods:0
Total methods:1
Method coverage:0% (0 of 1)

Coverage History

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
Config()0%2100%

File(s)

D:/BuildAgent/work/GDX-Documentation/Projects/GDX_Development/Packages/com.dotbunny.gdx/GDX/Config.cs

#LineLine coverage
 1// Copyright (c) 2020-2022 dotBunny Inc.
 2// dotBunny licenses this file to you under the BSL-1.0 license.
 3// See the LICENSE file in the project root for more information.
 4
 5// ReSharper disable FieldCanBeMadeReadOnly.Global
 6// ReSharper disable ConvertToConstant.Global
 7
 8namespace GDX
 9{
 10    /// <summary>
 11    ///     Project-wide configuration configurable for runtime override.
 12    /// </summary>
 13    /// <remarks>
 14    ///     Field order matters to the Config Generator.
 15    /// </remarks>
 16    public static class Config
 17    {
 18        /// <summary>
 19        ///     The asset database relative path of the GDX config override file.
 20        /// </summary>
 21        [OriginalValue(k_ConfigOutputPathDefault)]
 022        public static string ConfigOutputPath = k_ConfigOutputPathDefault;
 23        const string k_ConfigOutputPathDefault = "Generated/GDX.generated.cs";
 24
 25        /// <summary>
 26        ///     Ensure that there is an assembly definition wrapping the generated content.
 27        /// </summary>
 28        [OriginalValue(k_DeveloperBuildInfoAssemblyDefinitionDefault)]
 029        public static bool DeveloperBuildInfoAssemblyDefinition = k_DeveloperBuildInfoAssemblyDefinitionDefault;
 30        const bool k_DeveloperBuildInfoAssemblyDefinitionDefault = true;
 31
 32        /// <summary>
 33        ///     The argument key for the build's changelist to be passed to the BuildInfoGenerator.
 34        /// </summary>
 35        [OriginalValue(k_DeveloperBuildInfoBuildChangelistArgumentDefault)]
 036        public static string DeveloperBuildInfoBuildChangelistArgument =
 37            k_DeveloperBuildInfoBuildChangelistArgumentDefault;
 38        const string k_DeveloperBuildInfoBuildChangelistArgumentDefault = "BUILD_CHANGELIST";
 39
 40        /// <summary>
 41        ///     The argument key for the build description to be passed to the BuildInfoGenerator.
 42        /// </summary>
 43        [OriginalValue(k_DeveloperBuildInfoBuildDescriptionArgumentDefault)]
 044        public static string DeveloperBuildInfoBuildDescriptionArgument =
 45            k_DeveloperBuildInfoBuildDescriptionArgumentDefault;
 46        const string k_DeveloperBuildInfoBuildDescriptionArgumentDefault = "BUILD_DESC";
 47
 48        /// <summary>
 49        ///     The argument key for the build number to be passed to the BuildInfoGenerator.
 50        /// </summary>
 51        [OriginalValue(k_DeveloperBuildInfoBuildNumberArgumentDefault)]
 052        public static string DeveloperBuildInfoBuildNumberArgument = k_DeveloperBuildInfoBuildNumberArgumentDefault;
 53        const string k_DeveloperBuildInfoBuildNumberArgumentDefault = "BUILD";
 54
 55        /// <summary>
 56        ///     The argument key for the build's stream to be passed to the BuildInfoGenerator.
 57        /// </summary>
 58        [OriginalValue(k_DeveloperBuildInfoBuildStreamArgumentDefault)]
 059        public static string DeveloperBuildInfoBuildStreamArgument = k_DeveloperBuildInfoBuildStreamArgumentDefault;
 60        const string k_DeveloperBuildInfoBuildStreamArgumentDefault = "BUILD_STREAM";
 61
 62        /// <summary>
 63        ///     The argument key for the build's task to be passed to the BuildInfoGenerator.
 64        /// </summary>
 65        [OriginalValue(k_DeveloperBuildInfoBuildTaskArgumentDefault)]
 066        public static string DeveloperBuildInfoBuildTaskArgument = k_DeveloperBuildInfoBuildTaskArgumentDefault;
 67        const string k_DeveloperBuildInfoBuildTaskArgumentDefault = "BUILD_TASK";
 68
 69        /// <summary>
 70        ///     Should the BuildInfo file be written during builds?
 71        /// </summary>
 72        [OriginalValue(k_DeveloperBuildInfoEnabledDefault)]
 073        public static bool DeveloperBuildInfoEnabled = k_DeveloperBuildInfoEnabledDefault;
 74        const bool k_DeveloperBuildInfoEnabledDefault = false;
 75
 76        /// <summary>
 77        ///     The namespace where the BuildInfo should be placed.
 78        /// </summary>
 79        [OriginalValue(k_DeveloperBuildInfoNamespaceDefault)]
 080        public static string DeveloperBuildInfoNamespace = k_DeveloperBuildInfoNamespaceDefault;
 81        const string k_DeveloperBuildInfoNamespaceDefault = "Generated.Build";
 82
 83        /// <summary>
 84        ///     The path to output the BuildInfo file.
 85        /// </summary>
 86        [OriginalValue(k_DeveloperBuildInfoPathDefault)]
 087        public static string DeveloperBuildInfoPath = k_DeveloperBuildInfoPathDefault;
 88        const string k_DeveloperBuildInfoPathDefault = "Generated/Build/BuildInfo.cs";
 89
 90        /// <summary>
 91        ///     What should be used to denote arguments in the command line?
 92        /// </summary>
 93        [OriginalValue(k_DeveloperCommandLineParserArgumentPrefixDefault)]
 094        public static string DeveloperCommandLineParserArgumentPrefix =
 95            k_DeveloperCommandLineParserArgumentPrefixDefault;
 96        const string k_DeveloperCommandLineParserArgumentPrefixDefault = "--";
 97
 98        /// <summary>
 99        ///     What should be used to split arguments from their values in the command line?
 100        /// </summary>
 101        [OriginalValue(k_DeveloperCommandLineParserArgumentSplitDefault)]
 0102        public static string DeveloperCommandLineParserArgumentSplit = k_DeveloperCommandLineParserArgumentSplitDefault;
 103        const string k_DeveloperCommandLineParserArgumentSplitDefault = "=";
 104
 105        /// <summary>
 106        ///     Should a GDX scripting define symbol be added to all target build groups.
 107        /// </summary>
 108        [OriginalValue(k_EnvironmentScriptingDefineSymbolDefault)]
 0109        public static bool EnvironmentScriptingDefineSymbol = k_EnvironmentScriptingDefineSymbolDefault;
 110        const bool k_EnvironmentScriptingDefineSymbolDefault = false;
 111
 112        /// <summary>
 113        ///     The language to set the default thread culture too.
 114        /// </summary>
 115        [OriginalValue(k_LocalizationDefaultCultureDefault)]
 0116        public static Localization.Language LocalizationDefaultCulture = k_LocalizationDefaultCultureDefault;
 117        const Localization.Language k_LocalizationDefaultCultureDefault = Localization.Language.English;
 118
 119        /// <summary>
 120        ///     Should the default thread culture be set?
 121        /// </summary>
 122        [OriginalValue(k_LocalizationSetDefaultCultureDefault)]
 0123        public static bool LocalizationSetDefaultCulture = k_LocalizationSetDefaultCultureDefault;
 124        const bool k_LocalizationSetDefaultCultureDefault = true;
 125
 126        /// <summary>
 127        ///     The project relative path where automation should store its artifacts.
 128        /// </summary>
 129        [OriginalValue(k_PlatformAutomationFolderDefault)]
 0130        public static string PlatformAutomationFolder = k_PlatformAutomationFolderDefault;
 131        const string k_PlatformAutomationFolderDefault = "GDX_Automation";
 132
 133        /// <summary>
 134        ///     The project relative path to use as a cache.
 135        /// </summary>
 136        [OriginalValue(k_PlatformCacheFolderDefault)]
 0137        public static string PlatformCacheFolder = k_PlatformCacheFolderDefault;
 138        const string k_PlatformCacheFolderDefault = "GDX_Cache";
 139
 140        /// <summary>
 141        ///     What is the level of traces which should be processed and logged by GDX in debug builds?
 142        /// </summary>
 143        [OriginalValue(k_TraceDebugLevelsDefault)]
 0144        public static Trace.TraceLevel TraceDebugLevels = k_TraceDebugLevelsDefault;
 145        const Trace.TraceLevel k_TraceDebugLevelsDefault = Trace.TraceLevel.Warning |
 146                                                           Trace.TraceLevel.Assertion |
 147                                                           Trace.TraceLevel.Error |
 148                                                           Trace.TraceLevel.Exception;
 149
 150        /// <summary>
 151        ///     Should GDX based traces output to the Unity console in debug builds?
 152        /// </summary>
 153        [OriginalValue(k_TraceDebugOutputToUnityConsoleDefault)]
 0154        public static bool TraceDebugOutputToUnityConsole = k_TraceDebugOutputToUnityConsoleDefault;
 155        const bool k_TraceDebugOutputToUnityConsoleDefault = true;
 156
 157        /// <summary>
 158        ///     What is the level of traces which should be processed and logged by GDX in the editor or development bui
 159        /// </summary>
 160        [OriginalValue(k_TraceDevelopmentLevelsDefault)]
 0161        public static Trace.TraceLevel TraceDevelopmentLevels = k_TraceDevelopmentLevelsDefault;
 162        const Trace.TraceLevel k_TraceDevelopmentLevelsDefault = Trace.TraceLevel.Log |
 163                                                                 Trace.TraceLevel.Warning |
 164                                                                 Trace.TraceLevel.Error |
 165                                                                 Trace.TraceLevel.Exception |
 166                                                                 Trace.TraceLevel.Assertion |
 167                                                                 Trace.TraceLevel.Fatal;
 168
 169        /// <summary>
 170        ///     Should GDX based traces output to the Unity console in the editor or development builds?
 171        /// </summary>
 172        [OriginalValue(k_TraceDevelopmentOutputToUnityConsoleDefault)]
 0173        public static bool TraceDevelopmentOutputToUnityConsole = k_TraceDevelopmentOutputToUnityConsoleDefault;
 174        const bool k_TraceDevelopmentOutputToUnityConsoleDefault = true;
 175
 176        /// <summary>
 177        ///     What is the level of traces which should be processed and logged by GDX in release builds?
 178        /// </summary>
 179        [OriginalValue(k_TraceReleaseLevelsDefault)]
 0180        public static Trace.TraceLevel TraceReleaseLevels = k_TraceReleaseLevelsDefault;
 181        const Trace.TraceLevel k_TraceReleaseLevelsDefault = Trace.TraceLevel.Fatal;
 182
 183        /// <summary>
 184        ///     Should GDX check for updates at editor time?
 185        /// </summary>
 186        [OriginalValue(k_UpdateProviderCheckForUpdates)]
 0187        public static bool UpdateProviderCheckForUpdates = true;
 188        const bool k_UpdateProviderCheckForUpdates = true;
 189    }
 190}

Methods/Properties

Config()