Mono/C#: Remove script load error about not a Godot.Object

Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.

If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.
This commit is contained in:
Ignacio Etcheverry 2020-05-19 17:51:53 +02:00
parent ea8d9c5288
commit 38cd2152e6
1 changed files with 1 additions and 3 deletions

View File

@ -3240,9 +3240,7 @@ Error CSharpScript::reload(bool p_keep_state) {
ERR_FAIL_NULL_V(namespace_, ERR_BUG); ERR_FAIL_NULL_V(namespace_, ERR_BUG);
ERR_FAIL_NULL_V(class_name, ERR_BUG); ERR_FAIL_NULL_V(class_name, ERR_BUG);
GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String()); GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String());
if (klass) { if (klass && CACHED_CLASS(GodotObject)->is_assignable_from(klass)) {
bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass);
ERR_FAIL_COND_V(!obj_type, ERR_BUG);
script_class = klass; script_class = klass;
} }
} else { } else {