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Comments (7)

drandell avatar drandell commented on July 30, 2024 1

Must be a little godot bug @paulloz , i disabled the plugin and re-enabled and the folder icon appeared.

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paulloz avatar paulloz commented on July 30, 2024

Hi,

You probably haven't built the C# project before trying to load the plugin? I'll make sure to write that more explicitly in the README.

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drandell avatar drandell commented on July 30, 2024

@jimpodroskey I'm using the latest master code and have it working. My .csproj had some extra items (i cant remember why), i cleaned it up a little and its all working for me now.
Might be worth posting yours just in-case.

@paulloz I think the readme needs some work. For example, you mention the .dll but not where to get it. I initially compiled it from source until i realized it was with the compiler.
Another question for you regarding inklecate.exe, the setting, does that require the path or does it require the path and the filename? i.e. D:\inklecate or D:\inklecate\inklecate.exe

(also as an ease of life issue, is it not possible to have a window dialog to select the path or exe instead of having to copy and paste it in?)

Awesome job on the addon btw, going to try it out properly soon :)

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paulloz avatar paulloz commented on July 30, 2024

My .csproj had some extra items (i cant remember why)

Because you need to reference the runtime .dll (manually or via nugget).

(also as an ease of life issue, is it not possible to have a window dialog to select the path or exe instead of having to copy and paste it in?)

It already is.
image

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drandell avatar drandell commented on July 30, 2024

@paulloz i don't see that,
I'm using 3.2.3 stable mono.
image

And regarding my project file, no it was this;

<Project Sdk="Godot.NET.Sdk/3.2.3">
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Tools</Configuration>
    <LangVersion>8.0</LangVersion>
    <ProjectGuid>{DB00ED65-226D-4856-AE9B-6DB9D971D0B8}</ProjectGuid>
    <OutputType>Library</OutputType>
    <RootNamespace>Project</RootNamespace>
    <AssemblyName>Project</AssemblyName>
    <CodeAnalysisRuleSet>roslynator.ruleset</CodeAnalysisRuleSet>
    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
    <GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
    <TargetFramework>net472</TargetFramework>
    <!--The following properties were overriden during migration to prevent errors.
    Enabling them may require other manual changes to the project and its files.-->
    <EnableDefaultCompileItems>false</EnableDefaultCompileItems>
    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
    <Deterministic>false</Deterministic>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="System" />
    <Reference Include="Ink">
      <HintPath>$(ProjectDir)/ink-engine-runtime.dll</HintPath>
      <Private>False</Private>
      <SpecificVersion>False</SpecificVersion>
    </Reference> 
  </ItemGroup>
  <ItemGroup>
    <PackageReference Include="Roslynator.Analyzers">
      <Version>3.0.0</Version>
      <PrivateAssets>all</PrivateAssets>
      <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
    </PackageReference>
    <PackageReference Include="System.Reactive.Linq" Version="4.4.1" />
    <PackageReference Include="Unity.Container" Version="5.11.8" />
    <PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="scripts\**\*.cs" />
  </ItemGroup>
</Project>

It's now this;

<Project Sdk="Godot.NET.Sdk/3.2.3">
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Tools</Configuration>
    <OutputType>Library</OutputType>
    <LangVersion>8.0</LangVersion>
    <ProjectGuid>{DB00ED65-226D-4856-AE9B-6DB9D971D0B8}</ProjectGuid>
    <TargetFramework>net472</TargetFramework>
	  <RootNamespace>Project</RootNamespace>
    <AssemblyName>Project</AssemblyName>
    <CodeAnalysisRuleSet>roslynator.ruleset</CodeAnalysisRuleSet>
    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
    <GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
    <Deterministic>false</Deterministic>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="System" />
    <Reference Include="Ink">
      <HintPath>$(ProjectDir)/ink-engine-runtime.dll</HintPath>
      <Private>False</Private>
      <SpecificVersion>False</SpecificVersion>
    </Reference> 
  </ItemGroup>
  <ItemGroup>
    <PackageReference Include="Roslynator.Analyzers">
      <Version>3.0.0</Version>
      <PrivateAssets>all</PrivateAssets>
      <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
    </PackageReference>
    <PackageReference Include="System.Reactive.Linq" Version="4.4.1" />
    <PackageReference Include="Unity.Container" Version="5.11.8" />
    <PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
  </ItemGroup>
</Project>

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paulloz avatar paulloz commented on July 30, 2024

@jimpodroskey do you have an update regarding this issue? Based on the answers here and the updated README?

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paulloz avatar paulloz commented on July 30, 2024

Without any news on this and as it seems to be user error, I'm closing.

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