virtualx-engine/modules/mono/glue/GodotSharp
Raul Santos 5815d1c8c8
Improve handling of generic C# types
- Create CSharpScript for generic C# types.
  - `ScriptPathAttributeGenerator` registers the path for the generic type definition.
  - `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator.
  - Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path.
  - This allows getting the base type for a C# type that derives from a generic type.
- Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types.
  - `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript).
- Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters.
2024-02-08 18:31:13 +01:00
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ExternalAnnotations
Godot.SourceGenerators.Internal C#: Fix generated nested class order 2023-10-18 03:37:57 +02:00
GodotPlugins C#: Fix editor integration breaking and causing error spam when reloading assemblies fails 2023-06-21 12:47:52 +02:00
GodotSharp Improve handling of generic C# types 2024-02-08 18:31:13 +01:00
GodotSharpEditor Bump version to 4.3-dev 2023-11-29 23:00:27 +01:00
.editorconfig Clean a bunch of C# warnings 2024-01-26 09:38:33 +01:00
.gitignore
GodotSharp.sln
GodotSharp.sln.DotSettings