Fix errors with run current scene

This commit is contained in:
geequlim
2017-10-15 14:41:45 +08:00
parent 7a8f00422b
commit 4dff47d97b
2 changed files with 8 additions and 6 deletions

View File

@@ -26,20 +26,21 @@ class ToolManager {
this._context = context;
this.workspaceDir = vscode.workspace.rootPath;
let completionDollar = false;
if (vscode.workspace.getConfiguration("GodotTools").get("godotVersion", 2.1) >= 3) {
this._projectFile = "project.godot";
this._biuitinDocFile = "doc/classes-3.0.json";
completionDollar = true;
this.loadClasses();
}
if (vscode.workspace && this.workspaceDir) {
vscode.workspace.registerTextDocumentContentProvider('godotdoc', new GDScriptDocumentContentProvider());
this.workspaceDir = this.workspaceDir.replace(/\\/g, "/");
this._rootDir = vscode.workspace.getConfiguration("GodotTools").get("godotProjectRoot", this.workspaceDir);
this._rootDir = this._rootDir.replace("${workspaceRoot}", this.workspaceDir);
this.loadWorkspaceSymbols();
}
this._rootDir = vscode.workspace.getConfiguration("GodotTools").get("godotProjectRoot", this.workspaceDir);
this._rootDir = this._rootDir.replace("${workspaceRoot}", this.workspaceDir);
this.loadClasses();
// documentation symbol provider
this.symbolprovider = new GDScriptSymbolProvider();
vscode.languages.registerDocumentSymbolProvider('gdscript', this.symbolprovider);
@@ -170,6 +171,7 @@ class ToolManager {
let workspaceValid = false
if (this.workspaceDir) {
let cfg = path.join(this._rootDir, this._projectFile);
console.log(cfg);
if (fs.existsSync(cfg) && fs.statSync(cfg).isFile())
workspaceValid = true;
}
@@ -211,7 +213,7 @@ class ToolManager {
const script = config.loadSymbolsFromFile(absFilePath);
if (script) {
if(script.native == "SceneTree" || script.native == "MainLoop") {
this.runEditor(`-s ${scriptPath}`);
this.runEditor(`-s ${absFilePath}`);
return;
}
}