Fix missing null checks in Mono Binding of GD

The print methods of mono binding was missing null checks for the params
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Jonas 2019-12-06 11:56:50 +01:00 committed by GitHub
parent 0aea0d0b39
commit 11258db001
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@ -93,22 +93,22 @@ namespace Godot
public static void PrintErr(params object[] what) public static void PrintErr(params object[] what)
{ {
godot_icall_GD_printerr(Array.ConvertAll(what, x => x.ToString())); godot_icall_GD_printerr(Array.ConvertAll(what, x => x?.ToString()));
} }
public static void PrintRaw(params object[] what) public static void PrintRaw(params object[] what)
{ {
godot_icall_GD_printraw(Array.ConvertAll(what, x => x.ToString())); godot_icall_GD_printraw(Array.ConvertAll(what, x => x?.ToString()));
} }
public static void PrintS(params object[] what) public static void PrintS(params object[] what)
{ {
godot_icall_GD_prints(Array.ConvertAll(what, x => x.ToString())); godot_icall_GD_prints(Array.ConvertAll(what, x => x?.ToString()));
} }
public static void PrintT(params object[] what) public static void PrintT(params object[] what)
{ {
godot_icall_GD_printt(Array.ConvertAll(what, x => x.ToString())); godot_icall_GD_printt(Array.ConvertAll(what, x => x?.ToString()));
} }
public static float Randf() public static float Randf()