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
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GPG key ID: 62181B86FE9E5D84
4 changed files with 28 additions and 26 deletions

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@ -2228,18 +2228,17 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
}
bool EditorExportPlatformAndroid::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 Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android 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;
const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
#ifdef MODULE_MONO_ENABLED
err += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android 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).
if (!gradle_build_enabled) {
@ -2369,6 +2368,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
}
return valid;
#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {