move standalone projects into own directory
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[haxe externs](https://github.com/HaxeGodot/godot) | [editor plugin](https://github.com/HaxeGodot/editor-plugin) | [demo](https://github.com/HaxeGodot/squash-the-creeps-3d) | [api doc](https://haxegodot.github.io/godot/) | [discussions](https://github.com/HaxeGodot/godot/discussions)
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# Godot Editor Haxe Support Plugin
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Godot 3.3 engine editor plugin to help with Haxe development.
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The plugin is still in alpha, open an [issue](https://github.com/HaxeGodot/editor-plugin/issues) for bug reports or feature requests.
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## Installation
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The plugin isn't yet available on the godot asset library, to install it you can either:
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* [download this repository](https://github.com/HaxeGodot/editor-plugin/archive/refs/heads/main.zip) and extract it in the `addons/haxe` folder of your project
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You need to remove the `editor-plugin-main` folder added by github: have `addons/haxe/plugin.cfg` not `addons/haxe/editor-plugin-main/plugin.cfg`
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* add it as a submodule `git submodule add https://github.com/HaxeGodot/editor-plugin.git addons/haxe`
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You need to enable the plugin by going in the Project -> Project Settings menu, Plugins tab, and checking the Enabled box for the Haxe plugin.
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## Setup
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Haxe support requires Godot C#, if it hasn't been setup click on Project -> Tools -> C# -> Create C# solution.
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The plugin can setup by clicking on the Project -> Tools -> Haxe -> Setup menu.
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This will check for the presence of the godot haxelib, update the C# solution and add a hxml.
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If the project already contains some of these files the setup will be stopped.
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You can also do a [manual setup](#manual-setup) if you want more control.
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## Haxe scripts
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You can add/load/remove a Haxe script on a node by clicking on it, and in the inspector in Node -> Script -> Haxe Script click on the resource box.
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When creating or clicking Edit on an script it'll open in your editor. By default it is configured for VSCode, and can be changed in Project -> Project Settings -> Haxe -> External Editor. For now only `None` and `VSCode` are supported.
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### Building
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You need to build the Haxe code before launching your game, you can do that:
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* by manually using the hxml `haxe build.hxml`
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* through your editor
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* directly in the Godot editor in the bottom tab Haxe -> Build Haxe Project
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Note: The files in `scripts/` must all define their main type, for a file `Foo.hx` you must have the type `Foo`, otherwise compilation will fail.
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## Manual setup
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Example hxml:
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```hxml
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--cs build
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--define net-ver=50
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--define no-compilation
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--define analyzer-optimize
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--class-path scripts
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--library godot
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--macro godot.Godot.buildProject()
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--dce full
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```
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Modify the `<PropertyGroups>` of the `csproj` file:
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```xml
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<TargetFramework>netstandard2.1</TargetFramework>
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```
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## License
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The plugin is MIT licensed.
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