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Add more information about VS and VS Code debugging (#9222)

* Added more information about VS and VS Code debugging

---------

Co-authored-by: A Thousand Ships <[email protected]>
Greg Cobb hace 1 año
padre
commit
25b8b8f20f

+ 2 - 0
getting_started/step_by_step/scripting_languages.rst

@@ -133,6 +133,8 @@ officially supported .NET option.
     Android and iOS platform support is available as of Godot 4.2, but is
     Android and iOS platform support is available as of Godot 4.2, but is
     experimental and :ref:`some limitations apply <doc_c_sharp_platforms>`.
     experimental and :ref:`some limitations apply <doc_c_sharp_platforms>`.
 
 
+.. seealso:: To learn more about C#, head to the :ref:`C# basics <doc_c_sharp>` page.
+
 C++ via GDExtension
 C++ via GDExtension
 ~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~
 
 

+ 59 - 5
tutorials/scripting/c_sharp/c_sharp_basics.rst

@@ -112,11 +112,52 @@ In Visual Studio Code:
     for the C# tools plugin to work.
     for the C# tools plugin to work.
 
 
 To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
 To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
-the ``.vscode`` folder with the necessary configuration. An example configuration can be
-found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
-In the ``launch.json`` file, make sure the ``program`` parameter in the relevant configuration points to your Godot executable, either by
-changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
-executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
+the ``.vscode`` folder with the necessary configuration.
+
+Here is an example ``launch.json``:
+
+.. code-block:: json
+
+    {
+        "version": "0.2.0",
+        "configurations": [
+            {
+                "name": "Play",
+                "type": "coreclr",
+                "request": "launch",
+                "preLaunchTask": "build",
+                "program": "${env:GODOT4}",
+                "args": [],
+                "cwd": "${workspaceFolder}",
+                "stopAtEntry": false,
+            }
+        ]
+    }
+
+For this launch configuration to work, you need to either setup a GODOT4
+environment variable that points to the Godot executable, or replace ``program``
+parameter with the path to the Godot executable.
+
+Here is an example ``tasks.json``:
+
+.. code-block:: json
+
+    {
+        "version": "2.0.0",
+        "tasks": [
+            {
+                "label": "build",
+                "command": "dotnet",
+                "type": "process",
+                "args": [
+                    "build"
+                ],
+                "problemMatcher": "$msCompile"
+            }
+        ]
+    }
+
+Now, when you start the debugger in Visual Studio Code, your Godot project will run.
 
 
 Visual Studio (Windows only)
 Visual Studio (Windows only)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -143,6 +184,19 @@ In Godot's **Editor → Editor Settings** menu:
           the ``NuGet.Config`` file. When you build your Godot project again,
           the ``NuGet.Config`` file. When you build your Godot project again,
           the file will be automatically created with default values.
           the file will be automatically created with default values.
 
 
+To debug your C# scripts using Visual Studio, open the .sln file that is generated
+after opening the first C# script in the editor. In the **Debug** menu, go to the
+**Debug Properties** menu item for your project. Click the **Create a new profile**
+button and choose **Executable**. In the **Executable** field, browse to the path
+of the C# version of the Godot editor, or type ``%GODOT4%`` if you have created an
+environment variable for the Godot executable path. It must be the path to the main Godot
+executable, not the 'console' version. For the **Working Directory**, type a single period,
+``.``, meaning the current directory. Also check the **Enable native code debugging**
+checkbox. You may now close this window, click downward arrow on the debug profile
+dropdown, and select your new launch profile. Hit the green start button, and your
+game will begin playing in debug mode.
+
+
 Creating a C# script
 Creating a C# script
 --------------------
 --------------------