mirror of
https://github.com/godotengine/godot.git
synced 2025-10-19 16:03:29 +00:00

In the past, the Godot editor distributed the API assemblies and copied them to project directories for projects to reference them. This changed with the move to .NET 5/6. Godot no longer copies the assemblies to project directories. However, the project Sdk still tried to reference them from the same location. From now on, the GodotSharp API is distributed as a NuGet package, which the Sdk can reference. Added an option to `build_assemblies.py` to copy all Godot NuGet packages to an existing local NuGet source. This will be needed during development, while packages are not published to a remote NuGet repository. This option also makes sure to remove packages of the same version installed (~/.nuget/packages). Very useful during development, when packages change, to make sure the package being used by a project is the same we just built and not one from a previous build. A local NuGet source can be created like this: ``` mkdir ~/MyLocalNuGetSource && \ dotnet nuget add source ~/MyLocalNuGetSource/ -n MyLocalNuGetSource ```
98 lines
5.7 KiB
XML
98 lines
5.7 KiB
XML
<Project>
|
|
<Import Project="$(MSBuildThisFileDirectory)\SdkPackageVersions.props" />
|
|
|
|
<PropertyGroup>
|
|
<!-- Determines if we should import Microsoft.NET.Sdk, if it wasn't already imported. -->
|
|
<GodotSdkImportsMicrosoftNetSdk Condition=" '$(UsingMicrosoftNETSdk)' != 'true' ">true</GodotSdkImportsMicrosoftNetSdk>
|
|
|
|
<GodotProjectTypeGuid>{8F3E2DF0-C35C-4265-82FC-BEA011F4A7ED}</GodotProjectTypeGuid>
|
|
</PropertyGroup>
|
|
|
|
<PropertyGroup>
|
|
<Configurations>Debug;ExportDebug;ExportRelease</Configurations>
|
|
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
|
|
|
<GodotProjectDir Condition=" '$(SolutionDir)' != '' ">$(SolutionDir)</GodotProjectDir>
|
|
<GodotProjectDir Condition=" '$(SolutionDir)' == '' ">$(MSBuildProjectDirectory)</GodotProjectDir>
|
|
<GodotProjectDir>$([MSBuild]::EnsureTrailingSlash('$(GodotProjectDir)'))</GodotProjectDir>
|
|
|
|
<!-- Custom output paths for Godot projects. In brief, 'bin\' and 'obj\' are moved to '$(GodotProjectDir)\.godot\mono\temp\'. -->
|
|
<BaseOutputPath>$(GodotProjectDir).godot\mono\temp\bin\</BaseOutputPath>
|
|
<OutputPath>$(GodotProjectDir).godot\mono\temp\bin\$(Configuration)\</OutputPath>
|
|
<!--
|
|
Use custom IntermediateOutputPath and BaseIntermediateOutputPath only if it wasn't already set.
|
|
Otherwise the old values may have already been changed by MSBuild which can cause problems with NuGet.
|
|
-->
|
|
<IntermediateOutputPath Condition=" '$(IntermediateOutputPath)' == '' ">$(GodotProjectDir).godot\mono\temp\obj\$(Configuration)\</IntermediateOutputPath>
|
|
<BaseIntermediateOutputPath Condition=" '$(BaseIntermediateOutputPath)' == '' ">$(GodotProjectDir).godot\mono\temp\obj\</BaseIntermediateOutputPath>
|
|
|
|
<!-- Do not append the target framework name to the output path. -->
|
|
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
|
</PropertyGroup>
|
|
|
|
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " />
|
|
|
|
<PropertyGroup>
|
|
<EnableDefaultNoneItems>false</EnableDefaultNoneItems>
|
|
</PropertyGroup>
|
|
|
|
<!--
|
|
The Microsoft.NET.Sdk only understands of the Debug and Release configurations.
|
|
We need to set the following properties manually for ExportDebug and ExportRelease.
|
|
-->
|
|
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' or '$(Configuration)' == 'ExportDebug' ">
|
|
<DebugSymbols Condition=" '$(DebugSymbols)' == '' ">true</DebugSymbols>
|
|
<Optimize Condition=" '$(Optimize)' == '' ">false</Optimize>
|
|
</PropertyGroup>
|
|
<PropertyGroup Condition=" '$(Configuration)' == 'ExportRelease' ">
|
|
<Optimize Condition=" '$(Optimize)' == '' ">true</Optimize>
|
|
</PropertyGroup>
|
|
|
|
<PropertyGroup>
|
|
<GodotApiConfiguration Condition=" '$(Configuration)' != 'ExportRelease' ">Debug</GodotApiConfiguration>
|
|
<GodotApiConfiguration Condition=" '$(Configuration)' == 'ExportRelease' ">Release</GodotApiConfiguration>
|
|
</PropertyGroup>
|
|
|
|
<!-- Auto-detect the target Godot platform if it was not specified. -->
|
|
<PropertyGroup Condition=" '$(GodotTargetPlatform)' == '' ">
|
|
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Linux))' ">linuxbsd</GodotTargetPlatform>
|
|
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(FreeBSD))' ">linuxbsd</GodotTargetPlatform>
|
|
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(OSX))' ">macos</GodotTargetPlatform>
|
|
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Windows))' ">windows</GodotTargetPlatform>
|
|
</PropertyGroup>
|
|
|
|
<PropertyGroup>
|
|
<GodotRealTIsDouble Condition=" '$(GodotRealTIsDouble)' == '' ">false</GodotRealTIsDouble>
|
|
</PropertyGroup>
|
|
|
|
<!-- Godot DefineConstants. -->
|
|
<PropertyGroup>
|
|
<!-- Define constant to identify Godot builds. -->
|
|
<GodotDefineConstants>GODOT</GodotDefineConstants>
|
|
|
|
<!--
|
|
Define constant to determine the target Godot platform. This includes the
|
|
recognized platform names and the platform category (PC, MOBILE or WEB).
|
|
-->
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'server' ">GODOT_SERVER;GODOT_PC</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'ios' ">GODOT_IPHONE;GODOT_IOS;GODOT_MOBILE</GodotPlatformConstants>
|
|
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'javascript' ">GODOT_JAVASCRIPT;GODOT_HTML5;GODOT_WASM;GODOT_WEB</GodotPlatformConstants>
|
|
|
|
<GodotDefineConstants>$(GodotDefineConstants);$(GodotPlatformConstants)</GodotDefineConstants>
|
|
</PropertyGroup>
|
|
|
|
<PropertyGroup>
|
|
<!-- ExportDebug also defines DEBUG like Debug does. -->
|
|
<DefineConstants Condition=" '$(Configuration)' == 'ExportDebug' ">$(DefineConstants);DEBUG</DefineConstants>
|
|
<!-- Debug defines TOOLS to differentiate between Debug and ExportDebug configurations. -->
|
|
<DefineConstants Condition=" '$(Configuration)' == 'Debug' ">$(DefineConstants);TOOLS</DefineConstants>
|
|
|
|
<DefineConstants>$(GodotDefineConstants);$(DefineConstants)</DefineConstants>
|
|
</PropertyGroup>
|
|
</Project>
|