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-rw-r--r--modules/mono/csharp_script.cpp21
1 files changed, 14 insertions, 7 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 345d2e4694..137fd61a25 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -46,6 +46,7 @@
#include "editor/editor_internal_calls.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
+#include "editor/inspector_dock.h"
#include "editor/node_dock.h"
#include "editor/script_templates/templates.gen.h"
#endif
@@ -390,10 +391,10 @@ bool CSharpLanguage::supports_builtin_mode() const {
#ifdef TOOLS_ENABLED
static String variant_type_to_managed_name(const String &p_var_type_name) {
if (p_var_type_name.is_empty()) {
- return "object";
+ return "Variant";
}
- if (!ClassDB::class_exists(p_var_type_name)) {
+ if (ClassDB::class_exists(p_var_type_name)) {
return p_var_type_name;
}
@@ -401,12 +402,12 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
return "Godot.Object";
}
+ if (p_var_type_name == Variant::get_type_name(Variant::INT)) {
+ return "long";
+ }
+
if (p_var_type_name == Variant::get_type_name(Variant::FLOAT)) {
-#ifdef REAL_T_IS_DOUBLE
return "double";
-#else
- return "float";
-#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::STRING)) {
@@ -484,7 +485,7 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
}
}
- return "object";
+ return "Variant";
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PackedStringArray &p_args) const {
@@ -710,6 +711,12 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
return;
}
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ // We disable collectible assemblies in the game player, because the limitations cause
+ // issues with mocking libraries. As such, we can only reload assemblies in the editor.
+ return;
+ }
+
// TODO:
// Currently, this reloads all scripts, including those whose class is not part of the
// assembly load context being unloaded. As such, we unnecessarily reload GodotTools.