Esempio n. 1
0
        private void RebuildSolution()
        {
            if (!File.Exists(GodotSharpDirs.ProjectSlnPath))
            {
                return; // No solution to build
            }
            try
            {
                // Make sure our packages are added to the fallback folder
                NuGetUtils.AddBundledPackagesToFallbackFolder(NuGetUtils.GodotFallbackFolderPath);
            }
            catch (Exception e)
            {
                GD.PushError("Failed to setup Godot NuGet Offline Packages: " + e.Message);
            }

            if (!BuildManager.BuildProjectBlocking("Debug", targets: new[] { "Rebuild" }))
            {
                return; // Build failed
            }
            // Notify running game for hot-reload
            Internal.EditorDebuggerNodeReloadScripts();

            // Hot-reload in the editor
            GodotSharpEditor.Instance.GetNode <HotReloadAssemblyWatcher>("HotReloadAssemblyWatcher").RestartTimer();

            if (Internal.IsAssembliesReloadingNeeded())
            {
                Internal.ReloadAssemblies(softReload: false);
            }
        }
Esempio n. 2
0
        public static bool EditorBuildCallback()
        {
            if (!File.Exists(GodotSharpDirs.ProjectSlnPath))
            {
                return(true); // No solution to build
            }
            try
            {
                // Make sure our packages are added to the fallback folder
                NuGetUtils.AddBundledPackagesToFallbackFolder(NuGetUtils.GodotFallbackFolderPath);
            }
            catch (Exception e)
            {
                GD.PushError("Failed to setup Godot NuGet Offline Packages: " + e.Message);
            }

            if (GodotSharpEditor.Instance.SkipBuildBeforePlaying)
            {
                return(true); // Requested play from an external editor/IDE which already built the project
            }
            return(BuildProjectBlocking("Debug"));
        }