Mono: Create player script metadata when building manually
Previously this was only done when building the script for running the game. This was a problem because the user could want to build the project manually with the "Build project" button, to then run the game from the command line or similar.
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2 changed files with 13 additions and 2 deletions
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@ -8,6 +8,7 @@
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<RootNamespace>GodotSharpTools</RootNamespace>
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<AssemblyName>GodotSharpTools</AssemblyName>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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<BaseIntermediateOutputPath>obj</BaseIntermediateOutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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@ -156,10 +156,20 @@ void MonoBottomPanel::_build_project_pressed() {
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if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path()))
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return; // No solution to build
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String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor");
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Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path);
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String scripts_metadata_path_editor = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor");
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String scripts_metadata_path_player = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor_player");
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Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path_editor);
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ERR_FAIL_COND(metadata_err != OK);
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if (FileAccess::exists(scripts_metadata_path_editor)) {
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DirAccessRef da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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Error copy_err = da->copy(scripts_metadata_path_editor, scripts_metadata_path_player);
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ERR_EXPLAIN("Failed to copy scripts metadata file");
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ERR_FAIL_COND(copy_err != OK);
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}
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bool build_success = GodotSharpBuilds::get_singleton()->build_project_blocking("Tools");
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if (build_success) {
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