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author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-05-19 17:51:53 +0200 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-05-19 17:51:56 +0200 |
commit | 38cd2152e6aec4f633b573034256d75c603398a6 (patch) | |
tree | 1b708ea8028e865e28754e8932cb10a19755b2d1 | |
parent | ea8d9c52884e7702c2b776cb1ddb6be1c1e8f8b5 (diff) |
Mono/C#: Remove script load error about not a Godot.Object
Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.
If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.
-rw-r--r-- | modules/mono/csharp_script.cpp | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index a5aae5175b..6e3bdf8e41 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -3240,9 +3240,7 @@ Error CSharpScript::reload(bool p_keep_state) { ERR_FAIL_NULL_V(namespace_, ERR_BUG); ERR_FAIL_NULL_V(class_name, ERR_BUG); GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String()); - if (klass) { - bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass); - ERR_FAIL_COND_V(!obj_type, ERR_BUG); + if (klass && CACHED_CLASS(GodotObject)->is_assignable_from(klass)) { script_class = klass; } } else { |