diff options
author | Raul Santos <raulsntos@gmail.com> | 2022-11-24 01:04:15 +0100 |
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committer | Raul Santos <raulsntos@gmail.com> | 2022-11-26 01:13:16 +0100 |
commit | b9e1ca1e8613bf4842a16247d461edf7ff4e3d5d (patch) | |
tree | 15403ef4854e0943bf192896610b1b4cf49e95f9 /modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs | |
parent | 5923df92346d65c52ceaf651ea1aaa5ce20e875f (diff) | |
download | redot-engine-b9e1ca1e8613bf4842a16247d461edf7ff4e3d5d.tar.gz |
C#: Add `global::` namespace to generated source
Adds `global::` to the fully qualified types in source generators to
prevent ambiguity.
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) |