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author | Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com> | 2022-11-26 04:36:26 +0100 |
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committer | GitHub <noreply@github.com> | 2022-11-26 04:36:26 +0100 |
commit | 50badbd1f4fc3d5406569a2cc0590bb12af659bc (patch) | |
tree | b64bf99172bd1ccdde0e46911931f9afa22afda0 /modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs | |
parent | c7ceb94e372216b1b033d7c2ac26d5b7545c4dac (diff) | |
parent | b9e1ca1e8613bf4842a16247d461edf7ff4e3d5d (diff) | |
download | redot-engine-50badbd1f4fc3d5406569a2cc0590bb12af659bc.tar.gz |
Merge pull request #69088 from raulsntos/dotnet/global
C#: Add `global::` namespace to generated source
Diffstat (limited to 'modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs')
-rw-r--r-- | modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs index 11e0a6fa21..ed877cbd17 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs @@ -66,13 +66,13 @@ namespace Godot.SourceGenerators { INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace; string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ? - namespaceSymbol.FullQualifiedName() : + namespaceSymbol.FullQualifiedNameOmitGlobal() : string.Empty; bool hasNamespace = classNs.Length != 0; bool isInnerClass = symbol.ContainingType != null; - string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() + string uniqueHint = symbol.FullQualifiedNameOmitGlobal().SanitizeQualifiedNameForUniqueHint() + "_ScriptSerialization.generated"; var source = new StringBuilder(); @@ -241,7 +241,7 @@ namespace Godot.SourceGenerators foreach (var signalDelegate in godotSignalDelegates) { string signalName = signalDelegate.Name; - string signalDelegateQualifiedName = signalDelegate.DelegateSymbol.FullQualifiedName(); + string signalDelegateQualifiedName = signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal(); source.Append(" if (info.TryGetSignalEventDelegate<") .Append(signalDelegateQualifiedName) |