diff --git a/Source/Editor/Content/Settings/BuildSettings.cs b/Source/Engine/Core/Config/BuildSettings.cs
similarity index 98%
rename from Source/Editor/Content/Settings/BuildSettings.cs
rename to Source/Engine/Core/Config/BuildSettings.cs
index 5dc6310c3..6b4276efa 100644
--- a/Source/Editor/Content/Settings/BuildSettings.cs
+++ b/Source/Engine/Core/Config/BuildSettings.cs
@@ -7,6 +7,7 @@ namespace FlaxEditor.Content.Settings
{
partial class BuildSettings
{
+#if FLAX_EDITOR
///
/// The build presets.
///
@@ -60,5 +61,6 @@ namespace FlaxEditor.Content.Settings
}
return null;
}
+#endif
}
}
diff --git a/Source/Editor/Content/Settings/GameSettings.cs b/Source/Engine/Core/Config/GameSettings.cs
similarity index 96%
rename from Source/Editor/Content/Settings/GameSettings.cs
rename to Source/Engine/Core/Config/GameSettings.cs
index eaca85c55..a4f8d8e55 100644
--- a/Source/Editor/Content/Settings/GameSettings.cs
+++ b/Source/Engine/Core/Config/GameSettings.cs
@@ -90,41 +90,53 @@ namespace FlaxEditor.Content.Settings
[EditorOrder(1100), EditorDisplay("Other Settings"), Tooltip("The custom settings to use with a game. Can be specified by the user to define game-specific options and be used by the external plugins (used as key-value pair).")]
public Dictionary CustomSettings;
+#if FLAX_EDITOR || PLATFORM_WINDOWS
///
/// Reference to asset. Used to apply configuration on Windows platform.
///
[EditorOrder(2010), EditorDisplay("Platform Settings", "Windows"), AssetReference(typeof(WindowsPlatformSettings), true), Tooltip("Reference to Windows Platform Settings asset")]
public JsonAsset WindowsPlatform;
+#endif
+#if FLAX_EDITOR || PLATFORM_UWP || PLATFORM_XBOX_ONE
///
/// Reference to asset. Used to apply configuration on Universal Windows Platform.
///
[EditorOrder(2020), EditorDisplay("Platform Settings", "Universal Windows Platform"), AssetReference(typeof(UWPPlatformSettings), true), Tooltip("Reference to Universal Windows Platform Settings asset")]
public JsonAsset UWPPlatform;
+#endif
+#if FLAX_EDITOR || PLATFORM_LINUX
///
/// Reference to asset. Used to apply configuration on Linux platform.
///
[EditorOrder(2030), EditorDisplay("Platform Settings", "Linux"), AssetReference(typeof(LinuxPlatformSettings), true), Tooltip("Reference to Linux Platform Settings asset")]
public JsonAsset LinuxPlatform;
+#endif
+#if FLAX_EDITOR || PLATFORM_PS4
///
/// Reference to PS4 Platform Settings asset. Used to apply configuration on PS4 platform.
///
[EditorOrder(2040), EditorDisplay("Platform Settings", "PlayStation 4"), AssetReference(PS4PlatformSettingsTypename, true), Tooltip("Reference to PS4 Platform Settings asset")]
public JsonAsset PS4Platform;
+#endif
+#if FLAX_EDITOR || PLATFORM_XBOX_SCARLETT
///
/// Reference to Xbox Scarlett Platform Settings asset. Used to apply configuration on Xbox Scarlett platform.
///
[EditorOrder(2050), EditorDisplay("Platform Settings", "Xbox Scarlett"), AssetReference(XboxScarlettPlatformSettingsTypename, true), Tooltip("Reference to Xbox Scarlett Platform Settings asset")]
public JsonAsset XboxScarlettPlatform;
+#endif
+#if FLAX_EDITOR || PLATFORM_ANDROID
///
/// Reference to asset. Used to apply configuration on Android platform.
///
[EditorOrder(2060), EditorDisplay("Platform Settings", "Android"), AssetReference(typeof(AndroidPlatformSettings), true), Tooltip("Reference to Android Platform Settings asset")]
public JsonAsset AndroidPlatform;
+#endif
///
/// Gets the absolute path to the game settings asset file.
@@ -202,20 +214,32 @@ namespace FlaxEditor.Content.Settings
return LoadAsset(gameSettings.GameCooking) as T;
if (type == typeof(InputSettings))
return LoadAsset(gameSettings.Input) as T;
- if (type == typeof(WindowsPlatformSettings))
- return LoadAsset(gameSettings.WindowsPlatform) as T;
- if (type == typeof(UWPPlatformSettings))
- return LoadAsset(gameSettings.UWPPlatform) as T;
- if (type == typeof(LinuxPlatformSettings))
- return LoadAsset(gameSettings.LinuxPlatform) as T;
- if (type.FullName == PS4PlatformSettingsTypename)
- return LoadAsset(gameSettings.PS4Platform, PS4PlatformSettingsTypename) as T;
- if (type.FullName == XboxScarlettPlatformSettingsTypename)
- return LoadAsset(gameSettings.XboxScarlettPlatform, XboxScarlettPlatformSettingsTypename) as T;
- if (type == typeof(AndroidPlatformSettings))
- return LoadAsset(gameSettings.AndroidPlatform) as T;
if (type == typeof(AudioSettings))
return LoadAsset(gameSettings.Audio) as T;
+#if FLAX_EDITOR || PLATFORM_WINDOWS
+ if (type == typeof(WindowsPlatformSettings))
+ return LoadAsset(gameSettings.WindowsPlatform) as T;
+#endif
+#if FLAX_EDITOR || PLATFORM_UWP || PLATFORM_XBOX_ONE
+ if (type == typeof(UWPPlatformSettings))
+ return LoadAsset(gameSettings.UWPPlatform) as T;
+#endif
+#if FLAX_EDITOR || PLATFORM_LINUX
+ if (type == typeof(LinuxPlatformSettings))
+ return LoadAsset(gameSettings.LinuxPlatform) as T;
+#endif
+#if FLAX_EDITOR || PLATFORM_PS4
+ if (type.FullName == PS4PlatformSettingsTypename)
+ return LoadAsset(gameSettings.PS4Platform, PS4PlatformSettingsTypename) as T;
+#endif
+#if FLAX_EDITOR || PLATFORM_XBOX_SCARLETT
+ if (type.FullName == XboxScarlettPlatformSettingsTypename)
+ return LoadAsset(gameSettings.XboxScarlettPlatform, XboxScarlettPlatformSettingsTypename) as T;
+#endif
+#if FLAX_EDITOR || PLATFORM_ANDROID
+ if (type == typeof(AndroidPlatformSettings))
+ return LoadAsset(gameSettings.AndroidPlatform) as T;
+#endif
if (gameSettings.CustomSettings != null)
{
@@ -233,6 +257,7 @@ namespace FlaxEditor.Content.Settings
return null;
}
+#if FLAX_EDITOR
private static bool SaveAsset(GameSettings gameSettings, ref JsonAsset asset, T obj) where T : SettingsBase
{
if (asset)
@@ -337,5 +362,6 @@ namespace FlaxEditor.Content.Settings
///
[MethodImpl(MethodImplOptions.InternalCall)]
public static extern void Apply();
+#endif
}
}
diff --git a/Source/Editor/Content/Settings/LayersAndTagsSettings.cs b/Source/Engine/Core/Config/LayersAndTagsSettings.cs
similarity index 100%
rename from Source/Editor/Content/Settings/LayersAndTagsSettings.cs
rename to Source/Engine/Core/Config/LayersAndTagsSettings.cs
diff --git a/Source/Editor/Content/Settings/InputSettings.cs b/Source/Engine/Input/InputSettings.cs
similarity index 100%
rename from Source/Editor/Content/Settings/InputSettings.cs
rename to Source/Engine/Input/InputSettings.cs
diff --git a/Source/Engine/Navigation/Navigation.h b/Source/Engine/Navigation/Navigation.h
index 3941af958..225e6ad81 100644
--- a/Source/Engine/Navigation/Navigation.h
+++ b/Source/Engine/Navigation/Navigation.h
@@ -58,7 +58,6 @@ public:
///
/// Finds random location on nav mesh within the reach of specified location.
///
- /// If the result location doesn't need to be exactly inside the circle but just in local are aof the navigation mesh polys, then use more optimized .
/// The source point to find random location around it.
/// The search distance for a random point. Maximum distance for a result point from the center of the circle.
/// The result position on the navmesh (valid only if method returns true).
diff --git a/Source/Editor/Content/Settings/PhysicsSettings.cs b/Source/Engine/Physics/PhysicsSettings.cs
similarity index 89%
rename from Source/Editor/Content/Settings/PhysicsSettings.cs
rename to Source/Engine/Physics/PhysicsSettings.cs
index d217512b3..7ef345959 100644
--- a/Source/Editor/Content/Settings/PhysicsSettings.cs
+++ b/Source/Engine/Physics/PhysicsSettings.cs
@@ -9,7 +9,9 @@ namespace FlaxEditor.Content.Settings
///
/// The collision layers masks. Used to define layer-based collision detection.
///
- [EditorOrder(1040), EditorDisplay("Layers Matrix"), CustomEditor(typeof(FlaxEditor.CustomEditors.Dedicated.LayersMatrixEditor))]
+#if FLAX_EDITOR
+ [EditorOrder(1040), EditorDisplay("Layers Matrix"), CustomEditor(typeof(CustomEditors.Dedicated.LayersMatrixEditor))]
+#endif
public uint[] LayerMasks = new uint[32];
///