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

@@ -117,6 +117,7 @@ void SceneObject::Serialize(SerializeStream& stream, const void* otherObj)
stream.Guid(_parent->GetID());
}
#if !COMPILE_WITHOUT_CSHARP
// Handle C# objects data serialization
if (Flags & ObjectFlags::IsManagedType)
{
@@ -130,6 +131,7 @@ void SceneObject::Serialize(SerializeStream& stream, const void* otherObj)
ManagedSerialization::Serialize(stream, GetOrCreateManagedInstance());
}
}
#endif
// Handle custom scripting objects data serialization
if (Flags & ObjectFlags::IsCustomScriptingType)
@@ -146,6 +148,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
// _prefabID is deserialized by Actor/Script impl
DESERIALIZE_MEMBER(PrefabObjectID, _prefabObjectID);
#if !COMPILE_WITHOUT_CSHARP
// Handle C# objects data serialization
if (Flags & ObjectFlags::IsManagedType)
{
@@ -155,6 +158,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
ManagedSerialization::Deserialize(v->value, GetOrCreateManagedInstance());
}
}
#endif
// Handle custom scripting objects data serialization
if (Flags & ObjectFlags::IsCustomScriptingType)