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Update docs regarding current Nuget workflow (#3038)
highlighting proper workflow as per my discovery here: https://github.com/godotengine/godot/issues/34803#issuecomment-570752688
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@@ -79,9 +79,9 @@ Configuring an external editor
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C# support in Godot's script editor is minimal. Consider using an
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external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`_
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or MonoDevelop. These provide autocompletion, debugging, and other
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useful features for C#. To select an external editor in Godot,
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useful features for C#. To select an external editor in Godot,
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click on **Editor → Editor Settings** and scroll down to
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**Mono**. Under **Mono**, click on **Editor**, and select your
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**Mono**. Under **Mono**, click on **Editor**, and select your
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external editor of choice. Godot currently supports the following
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external editors:
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@@ -222,9 +222,9 @@ take a look over the official
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`#20271 <https://github.com/godotengine/godot/issues/20271>`_).
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- Attached C# scripts should refer to a class that has a class name
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that matches the file name.
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- There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
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- There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
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and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API
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naming conventions.
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naming conventions.
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So when using e.g. ``CallDeferred("AddChild")``, ``AddChild`` will not work because
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the API is expecting the original ``snake_case`` version ``add_child``. However, you
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can use any custom properties or methods without this limitation.
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@@ -251,13 +251,17 @@ the ``.csproj`` file located in the project root:
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:emphasize-lines: 2
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<ItemGroup>
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<PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
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<PackageReference Include="Newtonsoft.Json">
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<Version>11.0.2</Version>
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</PackageReference>
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</ItemGroup>
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...
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</Project>
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.. note::
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By default, tools like NuGet put ``Version`` as an attribute of the ```PackageReference``` Node. **You must manually create a Version node as shown above.** This is because the version of MSBuild used requires this. (This will be fixed in Godot 4.0.)
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Whenever packages are added or modified, run ``nuget restore`` in the root of the
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Whenever packages are added or modified, run ``nuget restore`` (*not* ``dotnet restore``) in the root of the
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project directory. To ensure that NuGet packages will be available for
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msbuild to use, run:
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