Thank you for your interest!
The general development flow consists of opening the subfolder GodotEnv
and changing the code up as needed, and then creating or updating tests in the GodotEnv.Tests
folder.
Ensure you have installed the correct .NET version, which currently is .NET 8. If you have winget
and are developing on Windows, you can install the Microsoft.DotNet.SDK.8
package via the command line.
To run (but not debug) the tool locally, you can run the following from the GodotEnv
folder:
dotnet run --
dotnet run -- --help
You can pass command line flags to GodotEnv after the double dashes --
.
If you use Visual Studio Community and have a .NET environment installed, you can run the tool using the green "Run" button at the top of the interface.
If you use VSCode, you can debug the command line tool via the Debug GodotEnv CLI
debug configuration. An input will open in VSCode which will allow you to type in the command line args you'd like to run the application with before debugging, making it easy to test certain commands and inputs. Since this profile runs the app from it's project directory, it will look for an addons.json
file in GodotEnv/addons.json
and install addons to GodotEnv/addons
when using addons-related commands.
Most test runs will likely be for running tests, which VSCode will allow you to do from the test file itself (make sure you have the code lens testing features enabled). If you use Visual Studio Community, you can right-click the GodotEnv.Tests
project and select "Run Tests" to see the results.
To collect test coverage, you can use reportgenerator:
dotnet tool install -g dotnet-reportgenerator-globaltool
From the GodotEnv.Tests
folder you can then run the following (in bash) to generate coverage.
./coverage.sh
GodotEnv/addons
,GodotEnv/.addons
, andGodotEnv/addons.json
have been added to.gitignore
so that you can create them and debug with them as needed.