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authorRaul Santos <raulsntos@gmail.com>2023-10-16 02:55:52 +0200
committerRaul Santos <raulsntos@gmail.com>2023-10-16 05:07:11 +0200
commitbe1dfd3b3ab53b5ea6678b1ca974864385e55272 (patch)
tree58ef7685e8f731eb744862cb55202774170f1863 /modules/mono/csharp_script.cpp
parenta574c0296b38d5f786f249b12e6251e562c528cc (diff)
downloadredot-engine-be1dfd3b3ab53b5ea6678b1ca974864385e55272.tar.gz
C#: Allow exporting games without C#
When exporting a game that contains a C# solution, a feature is added so the exported game can check if it should initialize the .NET module. Otherwise, the module initialization is skipped so games without C# won't check for the assemblies and won't show alerts when they're missing.
Diffstat (limited to 'modules/mono/csharp_script.cpp')
-rw-r--r--modules/mono/csharp_script.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 23d0eb8b67..44bcd4cfe4 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -121,16 +121,16 @@ void CSharpLanguage::init() {
GLOBAL_DEF(PropertyInfo(Variant::INT, "dotnet/project/assembly_reload_attempts", PROPERTY_HINT_RANGE, "1,16,1,or_greater"), 3);
#endif
- gdmono = memnew(GDMono);
- gdmono->initialize();
-
#ifdef TOOLS_ENABLED
- if (gdmono->is_runtime_initialized()) {
- gdmono->initialize_load_assemblies();
- }
-
EditorNode::add_init_callback(&_editor_init_callback);
#endif
+
+ gdmono = memnew(GDMono);
+
+ // Initialize only if the project uses C#.
+ if (gdmono->should_initialize()) {
+ gdmono->initialize();
+ }
}
void CSharpLanguage::finish() {