Add support for compiling and running engine without C# scripting
(configurable via `EngineConfiguration.UseCSharp` in Flax.Build)
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@@ -126,7 +126,7 @@ void OnVisualScriptingDebugFlow()
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flowInfo.ScriptInstance = stack->Instance ? stack->Instance->GetOrCreateManagedInstance() : nullptr;
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flowInfo.NodeId = stack->Node->ID;
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flowInfo.BoxId = stack->Box->ID;
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MonoObject* exception = nullptr;
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MObject* exception = nullptr;
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void* params[1];
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params[0] = &flowInfo;
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Internal_OnVisualScriptingDebugFlow->Invoke(nullptr, params, &exception);
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@@ -191,7 +191,7 @@ void ManagedEditor::Init()
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{
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LOG(Fatal, "Failed to create editor instance.");
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}
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MonoObject* exception = nullptr;
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MObject* exception = nullptr;
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bool isHeadless = CommandLine::Options.Headless.IsTrue();
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bool skipCompile = CommandLine::Options.SkipCompile.IsTrue();
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bool newProject = CommandLine::Options.NewProject.IsTrue();
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@@ -259,7 +259,7 @@ void ManagedEditor::Update()
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}
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// Call update
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MonoObject* exception = nullptr;
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MObject* exception = nullptr;
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UpdateMethod->Invoke(instance, nullptr, &exception);
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if (exception)
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{
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@@ -291,7 +291,7 @@ void ManagedEditor::Exit()
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{
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LOG(Fatal, "Invalid Editor assembly!");
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}
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MonoObject* exception = nullptr;
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MObject* exception = nullptr;
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exitMethod->Invoke(instance, nullptr, &exception);
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if (exception)
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{
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