C#: Fix exporting for Android

This commit is contained in:
scgm0 2023-08-12 00:14:38 +08:00
parent 4714e95896
commit 05bc070f7c
2 changed files with 5 additions and 12 deletions

View file

@ -33,10 +33,6 @@
#include "mono_gd/gd_mono.h"
#include "utils/path_utils.h"
#ifdef ANDROID_ENABLED
#include "mono_gd/support/android_support.h"
#endif
#include "core/config/project_settings.h"
#include "core/io/dir_access.h"
#include "core/os/os.h"

View file

@ -2225,17 +2225,15 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
}
bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
#ifdef MODULE_MONO_ENABLED
// Don't check for additional errors, as this particular error cannot be resolved.
r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
#else
String err;
bool valid = false;
const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
#ifdef MODULE_MONO_ENABLED
// Android export is still a work in progress, keep a message as a warning.
err += TTR("Exporting to Android when using C#/.NET is experimental.") + "\n";
#endif
// Look for export templates (first official, and if defined custom templates).
if (!gradle_build_enabled) {
@ -2365,7 +2363,6 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
}
return valid;
#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {