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Add Godot constants to Mono project builds

This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
This commit is contained in:
ShyRed
2019-05-09 19:54:56 +02:00
parent 0d8f1ba6a9
commit 60e711a115
6 changed files with 37 additions and 9 deletions

View File

@@ -186,7 +186,7 @@ namespace GodotSharpTools.Build
private string BuildArguments(string loggerAssemblyPath, string loggerOutputDir, List<string> customProperties)
{
string arguments = string.Format(@"""{0}"" /v:normal /t:Build ""/p:{1}"" ""/l:{2},{3};{4}""",
string arguments = string.Format(@"""{0}"" /v:normal /t:Rebuild ""/p:{1}"" ""/l:{2},{3};{4}""",
solution,
"Configuration=" + config,
typeof(GodotBuildLogger).FullName,
@@ -196,7 +196,7 @@ namespace GodotSharpTools.Build
foreach (string customProperty in customProperties)
{
arguments += " \"/p:" + customProperty + "\"";
arguments += " /p:" + customProperty;
}
return arguments;