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Add detection of sdk style projects #38
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This should help fixing #10 |
This doesn't fix the run configurations not showing up for sdk style projects, right? If so, what's the benefit of doing this? |
This is just to detect if a godot project is open in VisualStudio. Since we can start and attach the debugger via .csproj, and are able to add Launch & PlayInEditor via launchsettings.json (see #10), I think all that is left is to connect the Client to the engine again. |
Is this not working now with dfdea8a? If it is working with those commands, I would prefer not to make the plugin autoload. |
Maybe we can work around the auto load... would need to check that out. Edit: We could still use the work of dfdea8a to add the necessary configurations to the Godot projects files |
dfdea8a : this option still needs much brainstorming how best to feed the right parameters and how to best organize the menu and submenu. So far, there is no further discussions. |
I think the best way of supporting SDK Style projects is by using the VS Project System. According to this repo, DotNET Core projects use this system internally in Visual Studio now |
The problem is getting that to work. Last time I tried I had no success. |
I tried it as well. I got it to build and start. But it doesnt seem to detect your project. |
With pure .Net6 project this time, i mean obviously Godot4 , perhaps the chance will be better? |
I tried it with a fresh .net6 project. Without Godot. |
Yeah unfortunately the docs for "Extending a project type" have been "TODO" for years 😅 |
This PR adds detection of sdk style projets inside the IsGodotProject() method.
To make this work I had to add "[ProvideAutoLoad(UIContextGuids80.NoSolution, PackageAutoLoadFlags.BackgroundLoad)]" to the GodotPackage class to initialize the extension right on startup.
Otherwise OnAfterOpenProject() wont get called.
This PR can be built upon to hopefully make GodotTools.IdeMessaging.Client work with Godot 4