godot/modules/mono/config.py
Ignacio Roldán Etcheverry 50b603c7dc C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2021-09-22 08:27:12 +02:00

48 lines
1.2 KiB
Python

# Prior to .NET Core, we supported these: ["windows", "osx", "linuxbsd", "server", "android", "haiku", "javascript", "iphone"]
# Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
supported_platforms = ["windows", "osx", "linuxbsd", "server"]
def can_build(env, platform):
return env["module_gdnative_enabled"]
def configure(env):
platform = env["platform"]
if platform not in supported_platforms:
raise RuntimeError("This module does not currently support building for this platform")
env.add_module_version_string("mono")
from SCons.Script import PathVariable, Variables, Help
envvars = Variables()
envvars.Add(
PathVariable(
"dotnet_root",
"Path to the .NET Sdk installation directory for the target platform and architecture",
"",
PathVariable.PathAccept,
)
)
envvars.Update(env)
Help(envvars.GenerateHelpText(env))
def get_doc_classes():
return [
"CSharpScript",
"GodotSharp",
]
def get_doc_path():
return "doc_classes"
def is_enabled():
# The module is disabled by default. Use module_mono_enabled=yes to enable it.
return False