Add support for compiling and running engine without C# scripting

(configurable via `EngineConfiguration.UseCSharp` in Flax.Build)
This commit is contained in:
Wojtek Figat
2021-10-23 16:41:57 +02:00
parent 0b3d6b03ac
commit 8938f13a0b
86 changed files with 1244 additions and 688 deletions

View File

@@ -3,6 +3,7 @@
#include "GameCooker.h"
#include "FlaxEngine.Gen.h"
#include "Engine/Scripting/MainThreadManagedInvokeAction.h"
#include "Engine/Scripting/ManagedCLR/MTypes.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Scripting/ScriptingType.h"
@@ -450,7 +451,7 @@ void GameCookerImpl::OnCollectAssets(HashSet<Guid>& assets)
}
MCore::AttachThread();
MonoObject* exception = nullptr;
MObject* exception = nullptr;
auto list = (MonoArray*)Internal_OnCollectAssets->Invoke(nullptr, nullptr, &exception);
if (exception)
{
@@ -486,7 +487,7 @@ bool GameCookerImpl::Build()
Steps.Add(New<PostProcessStep>());
}
MCore::Instance()->AttachThread();
MCore::AttachThread();
// Build Started
CallEvent(GameCooker::EventType::BuildStarted);