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-rw-r--r--modules/mono/csharp_script.cpp29
1 files changed, 18 insertions, 11 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 345d2e4694..eca53c4831 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
@@ -72,7 +73,7 @@ static bool _create_project_solution_if_needed() {
CSharpLanguage *CSharpLanguage::singleton = nullptr;
-GDNativeInstanceBindingCallbacks CSharpLanguage::_instance_binding_callbacks = {
+GDExtensionInstanceBindingCallbacks CSharpLanguage::_instance_binding_callbacks = {
&_instance_binding_create_callback,
&_instance_binding_free_callback,
&_instance_binding_reference_callback
@@ -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.
@@ -1286,7 +1293,7 @@ void CSharpLanguage::_instance_binding_free_callback(void *, void *, void *p_bin
}
}
-GDNativeBool CSharpLanguage::_instance_binding_reference_callback(void *p_token, void *p_binding, GDNativeBool p_reference) {
+GDExtensionBool CSharpLanguage::_instance_binding_reference_callback(void *p_token, void *p_binding, GDExtensionBool p_reference) {
CRASH_COND(!p_binding);
CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)p_binding)->get();
@@ -2195,7 +2202,7 @@ void CSharpScript::reload_registered_script(Ref<CSharpScript> p_script) {
void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
bool tool = false;
- // TODO: Use GDNative godot_dictionary
+ // TODO: Use GDExtension godot_dictionary
Array methods_array;
methods_array.~Array();
Dictionary rpc_functions_dict;
@@ -2285,7 +2292,7 @@ bool CSharpScript::can_instantiate() const {
// For tool scripts, this will never fire if the class is not found. That's because we
// don't know if it's a tool script if we can't find the class to access the attributes.
if (extra_cond && !valid) {
- ERR_FAIL_V_MSG(false, "Cannot instance script because the associated class could not be found. Script: '" + get_path() + "'.");
+ ERR_FAIL_V_MSG(false, "Cannot instance script because the associated class could not be found. Script: '" + get_path() + "'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).");
}
return valid && extra_cond;