Update docs regarding current Nuget workflow (#3038)

highlighting proper workflow as per my discovery here: https://github.com/godotengine/godot/issues/34803#issuecomment-570752688
This commit is contained in:
Jason Swearingen
2020-03-04 00:35:20 -08:00
committed by GitHub
parent ac6dc251f7
commit 5b9558f6ca

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