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.
(cherry picked from commit 38cd2152e6
)
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@ -3194,9 +3194,7 @@ Error CSharpScript::reload(bool p_keep_state) {
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ERR_FAIL_NULL_V(namespace_, ERR_BUG);
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ERR_FAIL_NULL_V(namespace_, ERR_BUG);
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ERR_FAIL_NULL_V(class_name, ERR_BUG);
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ERR_FAIL_NULL_V(class_name, ERR_BUG);
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GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String());
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GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String());
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if (klass) {
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if (klass && CACHED_CLASS(GodotObject)->is_assignable_from(klass)) {
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bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass);
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ERR_FAIL_COND_V(!obj_type, ERR_BUG);
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script_class = klass;
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script_class = klass;
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}
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}
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} else {
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} else {
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