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.
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6 changed files with 37 additions and 9 deletions
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@ -80,7 +80,7 @@ namespace GodotSharpTools.Project
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toolsGroup.AddProperty("DebugSymbols", "true");
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toolsGroup.AddProperty("DebugType", "portable");
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toolsGroup.AddProperty("Optimize", "false");
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toolsGroup.AddProperty("DefineConstants", "DEBUG;TOOLS;");
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toolsGroup.AddProperty("DefineConstants", "$(GodotDefineConstants);GODOT;DEBUG;TOOLS;");
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toolsGroup.AddProperty("ErrorReport", "prompt");
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toolsGroup.AddProperty("WarningLevel", "4");
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toolsGroup.AddProperty("ConsolePause", "false");
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@ -161,7 +161,7 @@ namespace GodotSharpTools.Project
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debugGroup.AddProperty("DebugSymbols", "true");
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debugGroup.AddProperty("DebugType", "portable");
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debugGroup.AddProperty("Optimize", "false");
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debugGroup.AddProperty("DefineConstants", "DEBUG;");
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debugGroup.AddProperty("DefineConstants", "$(GodotDefineConstants);GODOT;DEBUG;");
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debugGroup.AddProperty("ErrorReport", "prompt");
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debugGroup.AddProperty("WarningLevel", "4");
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debugGroup.AddProperty("ConsolePause", "false");
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@ -170,6 +170,7 @@ namespace GodotSharpTools.Project
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releaseGroup.Condition = " '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ";
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releaseGroup.AddProperty("DebugType", "portable");
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releaseGroup.AddProperty("Optimize", "true");
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releaseGroup.AddProperty("DefineConstants", "$(GodotDefineConstants);GODOT;");
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releaseGroup.AddProperty("ErrorReport", "prompt");
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releaseGroup.AddProperty("WarningLevel", "4");
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releaseGroup.AddProperty("ConsolePause", "false");
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