diff options
author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-10-26 06:59:08 +0100 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-10-26 07:00:51 +0100 |
commit | 34960cb9360ec68d23afdde5b9519630183a31b4 (patch) | |
tree | 5e1a2cd0ecbba5981b5a464184836d53aec162f6 /modules/mono/glue | |
parent | d5073c6b4ce864f169e4e1ad18d411fe5928c766 (diff) |
C#: Fix custom event signals crash on hot-reload
Cleanup and re-initialization of event signals before
and after hot-reload should be working correctly now.
Diffstat (limited to 'modules/mono/glue')
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs index 42610c5ef7..48582d5ad8 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs @@ -15,14 +15,13 @@ namespace Godot public Object() : this(false) { if (ptr == IntPtr.Zero) - { ptr = godot_icall_Object_Ctor(this); - } - else - { - // This is called inside godot_icall_Object_Ctor, so we must call it as well in this case. - godot_icall_Object_ConnectEventSignals(ptr); - } + _InitializeGodotScriptInstanceInternals(); + } + + internal void _InitializeGodotScriptInstanceInternals() + { + godot_icall_Object_ConnectEventSignals(ptr); } internal Object(bool memoryOwn) |