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@@ -76,9 +76,9 @@ namespace GodotTools.Export
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GlobalDef("mono/export/aot/use_interpreter", true);
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// --aot or --aot=opt1,opt2 (use 'mono --aot=help AuxAssembly.dll' to list AOT options)
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- GlobalDef("mono/export/aot/extra_aot_options", new string[] { });
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+ GlobalDef("mono/export/aot/extra_aot_options", Array.Empty<string>());
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// --optimize/-O=opt1,opt2 (use 'mono --list-opt'' to list optimize options)
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- GlobalDef("mono/export/aot/extra_optimizer_options", new string[] { });
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+ GlobalDef("mono/export/aot/extra_optimizer_options", Array.Empty<string>());
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GlobalDef("mono/export/aot/android_toolchain_path", "");
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}
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@@ -188,7 +188,7 @@ namespace GodotTools.Export
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// However, at least in the case of 'WebAssembly.Net.Http' for some reason the BCL assemblies
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// reference a different version even though the assembly is the same, for some weird reason.
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- var wasmFrameworkAssemblies = new[] {"WebAssembly.Bindings", "WebAssembly.Net.WebSockets"};
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+ var wasmFrameworkAssemblies = new[] { "WebAssembly.Bindings", "WebAssembly.Net.WebSockets" };
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foreach (string thisWasmFrameworkAssemblyName in wasmFrameworkAssemblies)
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{
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@@ -298,8 +298,8 @@ namespace GodotTools.Export
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LLVMOutputPath = "",
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FullAot = platform == OS.Platforms.iOS || (bool)(ProjectSettings.GetSetting("mono/export/aot/full_aot") ?? false),
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UseInterpreter = (bool)ProjectSettings.GetSetting("mono/export/aot/use_interpreter"),
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- ExtraAotOptions = (string[])ProjectSettings.GetSetting("mono/export/aot/extra_aot_options") ?? new string[] { },
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- ExtraOptimizerOptions = (string[])ProjectSettings.GetSetting("mono/export/aot/extra_optimizer_options") ?? new string[] { },
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+ ExtraAotOptions = (string[])ProjectSettings.GetSetting("mono/export/aot/extra_aot_options") ?? Array.Empty<string>(),
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+ ExtraOptimizerOptions = (string[])ProjectSettings.GetSetting("mono/export/aot/extra_optimizer_options") ?? Array.Empty<string>(),
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ToolchainPath = aotToolchainPath
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};
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@@ -381,7 +381,7 @@ namespace GodotTools.Export
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private static bool PlatformHasTemplateDir(string platform)
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{
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// OSX export templates are contained in a zip, so we place our custom template inside it and let Godot do the rest.
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- return !new[] {OS.Platforms.MacOS, OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5}.Contains(platform);
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+ return !new[] { OS.Platforms.MacOS, OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5 }.Contains(platform);
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}
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private static bool DeterminePlatformFromFeatures(IEnumerable<string> features, out string platform)
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@@ -430,7 +430,7 @@ namespace GodotTools.Export
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/// </summary>
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private static bool PlatformRequiresCustomBcl(string platform)
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{
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- if (new[] {OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5}.Contains(platform))
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+ if (new[] { OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5 }.Contains(platform))
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return true;
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// The 'net_4_x' BCL is not compatible between Windows and the other platforms.
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