Main benefits: - Projects can be built offline. Previously you needed internet access the first time building to download the packages. - Changes to packages like Godot.NET.Sdk can be easily tested before publishing. This was already possible but required too many manual steps. - First time builds are a bit faster, as the Sdk package doesn't need to be downloaded. In practice, the package is very small so it makes little difference. Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the recent changes regarding '.mono/' -> '.godot/mono/'.
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using System;
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using System.IO;
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using System.Text;
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using Microsoft.Build.Construction;
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using Microsoft.Build.Evaluation;
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using GodotTools.Shared;
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namespace GodotTools.ProjectEditor
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{
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public static class ProjectGenerator
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{
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public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GeneratedGodotNupkgsVersions.GodotNETSdk}";
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public static ProjectRootElement GenGameProject(string name)
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{
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if (name.Length == 0)
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throw new ArgumentException("Project name is empty", nameof(name));
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var root = ProjectRootElement.Create(NewProjectFileOptions.None);
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root.Sdk = GodotSdkAttrValue;
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var mainGroup = root.AddPropertyGroup();
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mainGroup.AddProperty("TargetFramework", "netstandard2.1");
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string sanitizedName = IdentifierUtils.SanitizeQualifiedIdentifier(name, allowEmptyIdentifiers: true);
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// If the name is not a valid namespace, manually set RootNamespace to a sanitized one.
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if (sanitizedName != name)
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mainGroup.AddProperty("RootNamespace", sanitizedName);
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return root;
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}
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public static string GenAndSaveGameProject(string dir, string name)
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{
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if (name.Length == 0)
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throw new ArgumentException("Project name is empty", nameof(name));
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string path = Path.Combine(dir, name + ".csproj");
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var root = GenGameProject(name);
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// Save (without BOM)
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root.Save(path, new UTF8Encoding(encoderShouldEmitUTF8Identifier: false));
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return Guid.NewGuid().ToString().ToUpper();
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}
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}
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}
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