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WrestlingEmpireRosterLock.csproj
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WrestlingEmpireRosterLock.csproj
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<AssemblyName>WrestlingEmpireRosterLock</AssemblyName>
<AssemblyVersion>1.0.0</AssemblyVersion>
<ReleaseVersion>1.0.0</ReleaseVersion>
<TargetFramework>netstandard2.0</TargetFramework>
<LangVersion>latest</LangVersion>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DebugType>full</DebugType>
<OutputPath Condition=" '$(SolutionDir)' != '' ">$(SolutionDir)bin\$(Configuration)\$(MSBuildProjectName)\</OutputPath>
<OutputPath Condition=" '$(SolutionDir)' == '' ">$(ProjectDir)bin\$(Configuration)\$(MSBuildProjectName)\</OutputPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all" />
<PackageReference Include="BepInEx.Core" Version="5.4.21" />
<PackageReference Include="UnityEngine.Modules" Version="2020.3.43" IncludeAssets="compile" />
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>lib\Assembly-CSharp_public.dll</HintPath>
</Reference>
</ItemGroup>
</Project>