C#: Make include scripts contents an export option

This commit is contained in:
RedworkDE 2023-02-08 13:37:47 +01:00
parent 3ff3af4f46
commit 34b4128004
2 changed files with 16 additions and 5 deletions

View file

@ -21,10 +21,22 @@ namespace GodotTools.Export
private List<string> _tempFolders = new List<string>();
public void RegisterExportSettings()
public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetExportOptions(EditorExportPlatform platform)
{
// TODO: These would be better as export preset options, but that doesn't seem to be supported yet
GlobalDef("dotnet/export/include_scripts_content", false);
return new Godot.Collections.Array<Godot.Collections.Dictionary>()
{
new Godot.Collections.Dictionary()
{
{
"option", new Godot.Collections.Dictionary()
{
{ "name", "dotnet/include_scripts_content" },
{ "type", (int)Variant.Type.Bool }
}
},
{ "default_value", false }
}
};
}
private string _maybeLastExportError;
@ -44,7 +56,7 @@ namespace GodotTools.Export
// TODO What if the source file is not part of the game's C# project
bool includeScriptsContent = (bool)ProjectSettings.GetSetting("dotnet/export/include_scripts_content");
bool includeScriptsContent = (bool)GetOption("dotnet/include_scripts_content");
if (!includeScriptsContent)
{

View file

@ -594,7 +594,6 @@ namespace GodotTools
// Export plugin
var exportPlugin = new ExportPlugin();
AddExportPlugin(exportPlugin);
exportPlugin.RegisterExportSettings();
_exportPluginWeak = WeakRef(exportPlugin);
BuildManager.Initialize();