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dressupzack/project/Nathan's Dress Up.csproj
Anthony Wilcox bb7d4c2d2c
Switch to C# (#8)
I learned C# primarily for game development but held off switching to it on Godot 3 because it was still rough around edges - crashed way too many times. It seems to be working as it should as of 3.1.1 and that's why I'm rewriting all the GDScript portions in C# as much as possible.

However, this does make it incompatible with the Steam version, as of this writing, until the Godot devs decide how they want to publish it in future updates.
2019-06-11 01:30:02 -04:00

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{64EE4F89-7A23-452A-8772-9E7C07A71ED9}</ProjectGuid>
<OutputType>Library</OutputType>
<OutputPath>.mono\temp\bin\$(Configuration)</OutputPath>
<RootNamespace>NathansDressUp</RootNamespace>
<AssemblyName>Nathan's Dress Up</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<BaseIntermediateOutputPath>.mono\temp\obj</BaseIntermediateOutputPath>
<IntermediateOutputPath>$(BaseIntermediateOutputPath)\$(Configuration)</IntermediateOutputPath>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>portable</DebugType>
<Optimize>true</Optimize>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Tools|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<DefineConstants>DEBUG;TOOLS;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<Reference Include="GodotSharp">
<HintPath>$(ProjectDir)\.mono\assemblies\GodotSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Tools' ">
<HintPath>$(ProjectDir)\.mono\assemblies\GodotSharpEditor.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyDynamicInfo.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>AssemblyDynamicInfo.tt</DependentUpon>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="src\GameScn.cs" />
<Compile Include="src\PauseScn.cs" />
<Compile Include="src\Soundtrack.cs" />
<Compile Include="src\TitleScn.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Properties\AssemblyDynamicInfo.tt">
<Generator>TextTemplatingFileGenerator</Generator>
<LastGenOutput>AssemblyDynamicInfo.cs</LastGenOutput>
</Content>
</ItemGroup>
<ItemGroup>
<Service Include="{508349B6-6B84-4DF5-91F0-309BEEBAD82D}" />
</ItemGroup>
<ItemGroup>
<None Include="project.licenseheader" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
</Project>