<Project>
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " />
<PropertyGroup>
<!--
Define constant to determine whether the real_t type in Godot is double precision or not.
By default this is false, like the official Godot builds. If someone is using a custom
Godot build where real_t is double, they can override the GodotFloat64 property.
-->
<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
</PropertyGroup>
<!-- C# source generators -->
<ItemGroup Condition=" '$(DisableImplicitGodotGeneratorReferences)' != 'true' ">
<PackageReference Include="Godot.SourceGenerators" Version="$(PackageVersion_Godot_SourceGenerators)" />
</ItemGroup>
<!-- Godot API references -->
<ItemGroup Condition=" '$(DisableImplicitGodotSharpReferences)' != 'true' ">
<PackageReference Include="GodotSharp" Version="$(PackageVersion_GodotSharp)" />
<PackageReference Include="GodotSharpEditor" Version="$(PackageVersion_GodotSharp)" Condition=" '$(Configuration)' == 'Debug' " />
</ItemGroup>
<!-- iOS-specific build targets -->
<Import Project="$(MSBuildThisFileDirectory)\iOSNativeAOT.targets" Condition=" '$(GodotTargetPlatform)' == 'ios' " />
</Project>