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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2021-12-28 23:25:16 +0100
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-08-22 03:36:51 +0200
commit88e367a4066773a6fbfe2ea25dc2e81d2035d791 (patch)
treea219a4332cb7b4c05daacce718af76347774df77 /modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs
parentf88d8902cfc0d6a9441e794eb47611ef4ed0d46c (diff)
C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.
Diffstat (limited to 'modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs')
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs17
1 files changed, 16 insertions, 1 deletions
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs
index 05723c8940..0c7328284e 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ScriptBoilerplate.cs
@@ -1,6 +1,8 @@
+using System;
+
namespace Godot.SourceGenerators.Sample
{
- public partial class ScriptBoilerplate : Godot.Node
+ public partial class ScriptBoilerplate : Node
{
private NodePath _nodePath;
private int _velocity;
@@ -17,5 +19,18 @@ namespace Godot.SourceGenerators.Sample
_ = name;
return 1;
}
+
+ public void IgnoreThisMethodWithByRefParams(ref int a)
+ {
+ _ = a;
+ }
+ }
+
+ partial struct OuterClass
+ {
+ public partial class NesterClass : RefCounted
+ {
+ public override object _Get(StringName property) => null;
+ }
}
}