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]; ///