f9a67ee9da
We're targeting .NET 5 for now to make development easier while .NET 6 is not yet released. TEMPORARY REGRESSIONS --------------------- Assembly unloading is not implemented yet. As such, many Godot resources are leaked at exit. This will be re-implemented later together with assembly hot-reloading.
48 lines
1.3 KiB
Python
48 lines
1.3 KiB
Python
# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "server", "android", "haiku", "javascript", "ios"]
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# Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
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supported_platforms = ["windows", "macos", "linuxbsd", "server"]
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def can_build(env, platform):
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return not env["arch"].startswith("rv")
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def get_opts(platform):
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from SCons.Variables import BoolVariable, PathVariable
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default_mono_static = platform in ["ios", "javascript"]
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default_mono_bundles_zlib = platform in ["javascript"]
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return [
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PathVariable(
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"dotnet_root",
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"Path to the .NET Sdk installation directory for the target platform and architecture",
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"",
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PathVariable.PathAccept,
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),
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]
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def configure(env):
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platform = env["platform"]
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if platform not in supported_platforms:
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raise RuntimeError("This module does not currently support building for this platform")
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env.add_module_version_string("mono")
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def get_doc_classes():
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return [
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"CSharpScript",
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"GodotSharp",
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]
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def get_doc_path():
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return "doc_classes"
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def is_enabled():
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# The module is disabled by default. Use module_mono_enabled=yes to enable it.
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return False
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