Merge pull request #72896 from RedworkDE/net-include-scripts-export-option
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commit
06f5b09ca4
@ -21,10 +21,22 @@ namespace GodotTools.Export
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private List<string> _tempFolders = new List<string>();
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public void RegisterExportSettings()
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public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetExportOptions(EditorExportPlatform platform)
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{
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// TODO: These would be better as export preset options, but that doesn't seem to be supported yet
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GlobalDef("dotnet/export/include_scripts_content", false);
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return new Godot.Collections.Array<Godot.Collections.Dictionary>()
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{
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new Godot.Collections.Dictionary()
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{
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{
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"option", new Godot.Collections.Dictionary()
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{
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{ "name", "dotnet/include_scripts_content" },
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{ "type", (int)Variant.Type.Bool }
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}
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},
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{ "default_value", false }
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}
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};
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}
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private string _maybeLastExportError;
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@ -44,7 +56,7 @@ namespace GodotTools.Export
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// TODO What if the source file is not part of the game's C# project
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bool includeScriptsContent = (bool)ProjectSettings.GetSetting("dotnet/export/include_scripts_content");
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bool includeScriptsContent = (bool)GetOption("dotnet/include_scripts_content");
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if (!includeScriptsContent)
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{
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@ -594,7 +594,6 @@ namespace GodotTools
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// Export plugin
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var exportPlugin = new ExportPlugin();
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AddExportPlugin(exportPlugin);
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exportPlugin.RegisterExportSettings();
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_exportPluginWeak = WeakRef(exportPlugin);
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BuildManager.Initialize();
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