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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

@@ -94,7 +94,12 @@ void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug
ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path));
ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
// Turn export features into defines
Vector<String> godot_defines;
for (Set<String>::Element *E = p_features.front(); E; E = E->next()) {
godot_defines.push_back(E->get());
}
ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config, godot_defines));
// Add dependency assemblies