Fixing mono build after instance() -> instanciate() name change

This commit is contained in:
Grzegorz Puławski 2021-06-23 16:07:23 +02:00
parent e55be041d8
commit fa82727f5b
2 changed files with 6 additions and 6 deletions

View file

@ -114,12 +114,12 @@ namespace GodotTools.Ides
if (Utils.OS.IsMacOS && editorId == ExternalEditorId.VisualStudioForMac)
{
vsForMacInstance = (vsForMacInstance?.IsDisposed ?? true ? null : vsForMacInstance) ??
new MonoDevelop.Instantiate(solutionPath, MonoDevelop.EditorId.VisualStudioForMac);
new MonoDevelop.Instance(solutionPath, MonoDevelop.EditorId.VisualStudioForMac);
return vsForMacInstance;
}
monoDevelInstance = (monoDevelInstance?.IsDisposed ?? true ? null : monoDevelInstance) ??
new MonoDevelop.Instantiate(solutionPath, MonoDevelop.EditorId.MonoDevelop);
new MonoDevelop.Instance(solutionPath, MonoDevelop.EditorId.MonoDevelop);
return monoDevelInstance;
}

View file

@ -8,9 +8,9 @@ namespace Godot
/// `Node.NotificationInstanced` notification on the root node.
/// </summary>
/// <typeparam name="T">The type to cast to. Should be a descendant of Node.</typeparam>
public T Instance<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
public T Instantiate<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
{
return (T)(object)Instance(editState);
return (T)(object)Instantiate(editState);
}
/// <summary>
@ -19,9 +19,9 @@ namespace Godot
/// `Node.NotificationInstanced` notification on the root node.
/// </summary>
/// <typeparam name="T">The type to cast to. Should be a descendant of Node.</typeparam>
public T InstanceOrNull<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
public T InstantiateOrNull<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
{
return Instance(editState) as T;
return Instantiate(editState) as T;
}
}
}