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Comments (9)

reksar avatar reksar commented on August 24, 2024 1

@ArcticSnowSky Try this solution
If it helps, I could think about pull request.

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gregretkowski avatar gregretkowski commented on August 24, 2024

Sorry, I havent done any SE coding since 2018. if you figure it out let me know!

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chrisui avatar chrisui commented on August 24, 2024

@ArcticSnowSky Don't suppose you had any luck with this one? I'm encountering the same thing and sadly not very experienced with .NET tooling.

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ArcticSnowSky avatar ArcticSnowSky commented on August 24, 2024

Hi, I'm sorry, I was trying a bit around but after some time I lost my attention due to christmas etc and did not return yet for gaming due to work.
However I'd be still interested!

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ArcticSnowSky avatar ArcticSnowSky commented on August 24, 2024

@reksar Hi and thank you for the notification!
I tried your project and I'm happy like a child on x-mas seeing Intellisense working :).
I will go on with some tests combined with ingame - definitely a good start!

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reksar avatar reksar commented on August 24, 2024

@ArcticSnowSky Glad to be helpful. You can combine export.bat with terminal tasks in VS Code and update your script in-game instead of copy/paste ;)

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ArcticSnowSky avatar ArcticSnowSky commented on August 24, 2024

@reksar jeah at the moment I'm trying get a single key shortcut on my task so that I don't have to press so many times Ctrl+shift+b -> Enter :D.
My Task looks like this:

# task.json
{
    "version": "2.0.0",
    "tasks": [
        {
            "label": "export",
            "type": "shell",
            "command": "scripts\\export.bat",
            "args": [
                "..\\${relativeFileDirname}"
            ],
            "group": "build",
            "problemMatcher": []
        }
    ]
}

So finally I removed the task and created a launch.json, this way I simply press F5 and it gets exported.

# launch.json
{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "Export",
            "type": "clr",
            "request": "launch",
            "program": "${workspaceFolder}\\scripts\\export.bat",
            "args": "..\\${relativeFileDirname}",
        }
    ]
}

Additionally I added on line 18 of export.bat

# export.bat

SET script_dir=%script_dir:..\scripts\=%

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ArcticSnowSky avatar ArcticSnowSky commented on August 24, 2024

@ArcticSnowSky Glad to be helpful. You can combine export.bat with terminal tasks in VS Code and update your script in-game instead of copy/paste ;)

The export works, however I don't know how to update the programmable block ingame in a fast manner; do I have to do every time the following mouse clicks (don't know the exact translation)?

  • click "modify" to enter the code editor
  • click "search for scripts"
  • doubleclick the script
  • click ok
  • compile
  • execute

Is there a faster way that I don't know?

Your solution works great, it feels clean and simple to adapt! Just great!

When I started to create a programmated rocket launcher for a satellite with remote antenna status updates and command functions, the code became to complex to write it in the ingame editor - also I didn't want to have the game open and the fans running loud for several hours, when I was solely writing code the whole time.
Without a good Code Editor I didn't want to spend any more time - now I'm back in game 👍

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reksar avatar reksar commented on August 24, 2024

@ArcticSnowSky Thank you for the feedback. Thanks to it I made automated export during saving the Script.cs with Ctrl+S (look at the current version).

Simple steps from here does not works for me :( Probably, the problem is in SDK environment settings, so I decided to avoid the SDK by adding the task and key binding.

These steps are painful for me too. After you asked about it, I am thinking it over now.

  • click "modify" to enter the code editor
  • click "search for scripts"
  • doubleclick the script
  • click ok
  • compile
  • execute

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