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author | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-08-08 01:53:54 +0200 |
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committer | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-08-22 03:36:52 +0200 |
commit | 0c30c678f0dde7a48f484f4ffdba24bb91243166 (patch) | |
tree | 8da1fee61719e1768bb548ade14acc925ca25c29 /modules/mono/editor/script_templates | |
parent | 3123be2384c14f7dd156b1cc2d53d822002b837a (diff) |
C#: Re-introduce generic Godot Array and Dictionary
This new version does not support the following type arguments:
- Generic types
- Array of Godot Object (Godot.Object[]) or derived types
The new implementation uses delegate pointers to call the Variant
conversion methods. We do type checking only once in the static
constructor to get the conversion delegates.
Now, we no longer need to do type checking every time, and we no
longer have to box value types.
This is the best implementation I could come up with, as C# generics
don't support anything similar to C++ template specializations.
Diffstat (limited to 'modules/mono/editor/script_templates')
-rw-r--r-- | modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs b/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs index a1b93e7daa..bb482e0d6a 100644 --- a/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs +++ b/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs @@ -55,7 +55,7 @@ public partial class VisualShaderNode_CLASS_ : _BASE_ return 0; } - public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type) + public override string _GetCode(Godot.Collections.Array<string> inputVars, Godot.Collections.Array<string> outputVars, Shader.Mode mode, VisualShader.Type type) { return ""; } |