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@@ -50,6 +50,21 @@
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#define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->string_names.m_var)
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#define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->string_names.m_var)
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+static bool _create_project_solution_if_needed() {
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+
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+ String sln_path = GodotSharpDirs::get_project_sln_path();
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+ String csproj_path = GodotSharpDirs::get_project_csproj_path();
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+
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+ if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
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+ // A solution does not yet exist, create a new one
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+
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+ CRASH_COND(GodotSharpEditor::get_singleton() == NULL);
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+ return GodotSharpEditor::get_singleton()->call("_create_project_solution");
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+ }
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+
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+ return true;
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+}
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+
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CSharpLanguage *CSharpLanguage::singleton = NULL;
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CSharpLanguage *CSharpLanguage::singleton = NULL;
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String CSharpLanguage::get_name() const {
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String CSharpLanguage::get_name() const {
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@@ -1359,7 +1374,18 @@ Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class) {
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bool CSharpScript::can_instance() const {
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bool CSharpScript::can_instance() const {
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- // TODO does the second condition even make sense?
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+#ifdef TOOLS_ENABLED
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+ if (Engine::get_singleton()->is_editor_hint()) {
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+ if (_create_project_solution_if_needed()) {
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+ CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
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+ "Compile",
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+ ProjectSettings::get_singleton()->globalize_path(get_path()));
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+ } else {
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+ ERR_PRINTS("Cannot add " + get_path() + " to the C# project because it could not be created.");
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+ }
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+ }
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+#endif
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+
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return valid || (!tool && !ScriptServer::is_scripting_enabled());
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return valid || (!tool && !ScriptServer::is_scripting_enabled());
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}
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}
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@@ -1545,6 +1571,18 @@ Error CSharpScript::reload(bool p_keep_state) {
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if (project_assembly) {
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if (project_assembly) {
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script_class = project_assembly->get_object_derived_class(name);
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script_class = project_assembly->get_object_derived_class(name);
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+
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+ if (!script_class) {
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+ ERR_PRINTS("Cannot find class " + name + " for script " + get_path());
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+ }
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+#ifdef DEBUG_ENABLED
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+ else if (OS::get_singleton()->is_stdout_verbose()) {
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+ OS::get_singleton()->print(String("Found class " + script_class->get_namespace() + "." +
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+ script_class->get_name() + " for script " + get_path() + "\n")
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+ .utf8());
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+ }
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+#endif
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+
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valid = script_class != NULL;
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valid = script_class != NULL;
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if (script_class) {
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if (script_class) {
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@@ -1791,21 +1829,12 @@ Error ResourceFormatSaverCSharpScript::save(const String &p_path, const RES &p_r
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if (!FileAccess::exists(p_path)) {
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if (!FileAccess::exists(p_path)) {
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// The file does not yet exists, let's assume the user just created this script
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// The file does not yet exists, let's assume the user just created this script
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- String sln_path = GodotSharpDirs::get_project_sln_path();
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- String csproj_path = GodotSharpDirs::get_project_csproj_path();
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-
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- if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
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- // A solution does not yet exist, create a new one
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-
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- CRASH_COND(GodotSharpEditor::get_singleton() == NULL);
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- GodotSharpEditor::get_singleton()->call("_create_project_solution");
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- }
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-
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- // Add the file to the C# project
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- if (FileAccess::exists(csproj_path)) {
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- CSharpProject::add_item(csproj_path, "Compile", ProjectSettings::get_singleton()->globalize_path(p_path));
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+ if (_create_project_solution_if_needed()) {
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+ CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
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+ "Compile",
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+ ProjectSettings::get_singleton()->globalize_path(p_path));
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} else {
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} else {
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- ERR_PRINT("C# project not found!");
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+ ERR_PRINTS("Cannot add " + p_path + " to the C# project because it could not be created.");
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}
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}
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}
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}
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#endif
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#endif
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