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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-26 16:36:33 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-26 16:36:33 +0200 |
commit | 4410b0b0e164e6c7aa127dc22a47fc88497443f7 (patch) | |
tree | 0dc30e0012d3d25d84b241fa594dd67f894cc877 /modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs | |
parent | e9e99775f13780aa85e402e4a2943f4414b600be (diff) | |
parent | 41cf94e8b61ee81fc0e682f2ee4ea2c6df893d37 (diff) | |
download | redot-engine-4410b0b0e164e6c7aa127dc22a47fc88497443f7.tar.gz |
Merge pull request #67304 from wscalf/master
Allow readonly and writeonly C# properties to be accessed from GDScript
Diffstat (limited to 'modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs')
-rw-r--r-- | modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs index b6ea4b8e88..5866db5144 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs @@ -303,11 +303,6 @@ namespace Godot.SourceGenerators { foreach (var property in properties) { - // TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload. - // Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable. - if (property.IsWriteOnly || property.IsReadOnly || property.SetMethod!.IsInitOnly) - continue; - var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(property.Type, typeCache); if (marshalType == null) @@ -325,10 +320,6 @@ namespace Godot.SourceGenerators foreach (var field in fields) { // TODO: We should still restore read-only fields after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload. - // Ignore properties without a getter or without a setter. Godot properties must be both readable and writable. - if (field.IsReadOnly) - continue; - var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(field.Type, typeCache); if (marshalType == null) |