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C#: Add Ide Connection library and server for the editor

This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
This commit is contained in:
Ignacio Etcheverry
2019-07-18 04:08:24 +02:00
parent 4b7b1b0d4a
commit 0b94203a79
44 changed files with 1636 additions and 239 deletions

View File

@@ -84,10 +84,16 @@ def build(env_mono):
source_filenames = ['GodotSharp.dll', 'GodotSharpEditor.dll']
sources = [os.path.join(editor_api_dir, filename) for filename in source_filenames]
target_filenames = ['GodotTools.dll', 'GodotTools.BuildLogger.dll', 'GodotTools.ProjectEditor.dll', 'DotNet.Glob.dll', 'GodotTools.Core.dll']
target_filenames = [
'GodotTools.dll', 'GodotTools.IdeConnection.dll', 'GodotTools.BuildLogger.dll',
'GodotTools.ProjectEditor.dll', 'DotNet.Glob.dll', 'GodotTools.Core.dll'
]
if env_mono['target'] == 'debug':
target_filenames += ['GodotTools.pdb', 'GodotTools.BuildLogger.pdb', 'GodotTools.ProjectEditor.pdb', 'GodotTools.Core.pdb']
target_filenames += [
'GodotTools.pdb', 'GodotTools.IdeConnection.pdb', 'GodotTools.BuildLogger.pdb',
'GodotTools.ProjectEditor.pdb', 'GodotTools.Core.pdb'
]
targets = [os.path.join(editor_tools_dir, filename) for filename in target_filenames]