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Allow MSVC dev_mode builds to succeed with dotnet

• Added #else section to mono #ifdef checks in relevant export_plugin scripts
This commit is contained in:
Thaddeus Crews
2023-07-11 15:11:51 -05:00
parent 23318e8778
commit 897334a366
4 changed files with 28 additions and 26 deletions

View File

@@ -1900,17 +1900,16 @@ Error EditorExportPlatformIOS::export_project(const Ref<EditorExportPreset> &p_p
}
bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
#ifdef MODULE_MONO_ENABLED
// Don't check for additional errors, as this particular error cannot be resolved.
r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
#else
String err;
bool valid = false;
#ifdef MODULE_MONO_ENABLED
err += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
r_error = err;
return false;
#endif
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template("ios.zip", &err);
@@ -1937,6 +1936,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {