C#: Add global class support
Co-authored-by: willnationsdev <willnationsdev@gmail.com>
This commit is contained in:
parent
2eec9a67d5
commit
a1f454fee3
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@ -42,6 +42,7 @@
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#ifdef TOOLS_ENABLED
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#include "core/os/keyboard.h"
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#include "editor/editor_file_system.h"
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#include "editor/editor_internal_calls.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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@ -535,6 +536,48 @@ String CSharpLanguage::_get_indentation() const {
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return "\t";
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}
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bool CSharpLanguage::handles_global_class_type(const String &p_type) const {
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return p_type == get_type();
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}
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String CSharpLanguage::get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const {
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Ref<CSharpScript> scr = ResourceLoader::load(p_path, get_type());
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if (!scr.is_valid() || !scr->valid || !scr->global_class) {
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// Invalid script or the script is not a global class.
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return String();
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}
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String name = scr->class_name;
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if (unlikely(name.is_empty())) {
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return String();
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}
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if (r_icon_path) {
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if (scr->icon_path.is_empty() || scr->icon_path.is_absolute_path()) {
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*r_icon_path = scr->icon_path.simplify_path();
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} else if (scr->icon_path.is_relative_path()) {
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*r_icon_path = p_path.get_base_dir().path_join(scr->icon_path).simplify_path();
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}
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}
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if (r_base_type) {
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bool found_global_base_script = false;
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const CSharpScript *top = scr->base_script.ptr();
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while (top != nullptr) {
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if (top->global_class) {
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*r_base_type = top->class_name;
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found_global_base_script = true;
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break;
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}
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top = top->base_script.ptr();
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}
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if (!found_global_base_script) {
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*r_base_type = scr->get_instance_base_type();
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}
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}
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return name;
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}
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String CSharpLanguage::debug_get_error() const {
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return _debug_error;
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}
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@ -2203,11 +2246,21 @@ void CSharpScript::reload_registered_script(Ref<CSharpScript> p_script) {
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update_script_class_info(p_script);
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p_script->_update_exports();
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#if TOOLS_ENABLED
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// If the EditorFileSystem singleton is available, update the file;
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// otherwise, the file will be updated when the singleton becomes available.
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EditorFileSystem *efs = EditorFileSystem::get_singleton();
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if (efs) {
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efs->update_file(p_script->get_path());
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}
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#endif
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}
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// Extract information about the script using the mono class.
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void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
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bool tool = false;
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bool global_class = false;
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// TODO: Use GDExtension godot_dictionary
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Array methods_array;
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@ -2217,11 +2270,17 @@ void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
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Dictionary signals_dict;
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signals_dict.~Dictionary();
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String class_name;
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String icon_path;
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Ref<CSharpScript> base_script;
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GDMonoCache::managed_callbacks.ScriptManagerBridge_UpdateScriptClassInfo(
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p_script.ptr(), &tool, &methods_array, &rpc_functions_dict, &signals_dict, &base_script);
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p_script.ptr(), &class_name, &tool, &global_class, &icon_path,
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&methods_array, &rpc_functions_dict, &signals_dict, &base_script);
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p_script->class_name = class_name;
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p_script->tool = tool;
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p_script->global_class = global_class;
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p_script->icon_path = icon_path;
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p_script->rpc_config.clear();
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p_script->rpc_config = rpc_functions_dict;
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@ -2519,6 +2578,15 @@ Error CSharpScript::reload(bool p_keep_state) {
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update_script_class_info(this);
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_update_exports();
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#if TOOLS_ENABLED
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// If the EditorFileSystem singleton is available, update the file;
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// otherwise, the file will be updated when the singleton becomes available.
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EditorFileSystem *efs = EditorFileSystem::get_singleton();
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if (efs) {
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efs->update_file(script_path);
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}
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#endif
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}
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return OK;
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@ -2605,11 +2673,11 @@ bool CSharpScript::inherits_script(const Ref<Script> &p_script) const {
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}
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Ref<Script> CSharpScript::get_base_script() const {
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return base_script;
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return base_script.is_valid() && !base_script->get_path().is_empty() ? base_script : nullptr;
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}
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StringName CSharpScript::get_global_name() const {
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return StringName();
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return global_class ? StringName(class_name) : StringName();
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}
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void CSharpScript::get_script_property_list(List<PropertyInfo> *r_list) const {
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@ -62,6 +62,7 @@ class CSharpScript : public Script {
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friend class CSharpLanguage;
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bool tool = false;
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bool global_class = false;
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bool valid = false;
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bool reload_invalidated = false;
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@ -86,6 +87,8 @@ class CSharpScript : public Script {
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#endif
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String source;
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String class_name;
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String icon_path;
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SelfList<CSharpScript> script_list = this;
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@ -442,6 +445,10 @@ public:
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/* TODO? */ void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const override {}
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/* TODO */ void add_global_constant(const StringName &p_variable, const Variant &p_value) override {}
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/* SCRIPT GLOBAL CLASS FUNCTIONS */
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virtual bool handles_global_class_type(const String &p_type) const override;
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virtual String get_global_class_name(const String &p_path, String *r_base_type = nullptr, String *r_icon_path = nullptr) const override;
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/* DEBUGGER FUNCTIONS */
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String debug_get_error() const override;
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int debug_get_stack_level_count() const override;
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@ -241,6 +241,9 @@ namespace Godot.SourceGenerators
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public static bool IsGodotClassNameAttribute(this INamedTypeSymbol symbol)
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=> symbol.ToString() == GodotClasses.GodotClassNameAttr;
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public static bool IsGodotGlobalClassAttribute(this INamedTypeSymbol symbol)
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=> symbol.ToString() == GodotClasses.GlobalClassAttr;
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public static bool IsSystemFlagsAttribute(this INamedTypeSymbol symbol)
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=> symbol.ToString() == GodotClasses.SystemFlagsAttr;
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@ -11,6 +11,7 @@ namespace Godot.SourceGenerators
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public const string SignalAttr = "Godot.SignalAttribute";
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public const string MustBeVariantAttr = "Godot.MustBeVariantAttribute";
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public const string GodotClassNameAttr = "Godot.GodotClassNameAttribute";
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public const string GlobalClassAttr = "Godot.GlobalClassAttribute";
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public const string SystemFlagsAttr = "System.FlagsAttribute";
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}
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}
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@ -547,25 +547,32 @@ namespace Godot.SourceGenerators
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{
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if (memberNamedType.InheritsFrom("GodotSharp", "Godot.Resource"))
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{
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string nativeTypeName = memberNamedType.GetGodotScriptNativeClassName()!;
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hint = PropertyHint.ResourceType;
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hintString = nativeTypeName;
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hintString = GetTypeName(memberNamedType);
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return true;
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}
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if (memberNamedType.InheritsFrom("GodotSharp", "Godot.Node"))
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{
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string nativeTypeName = memberNamedType.GetGodotScriptNativeClassName()!;
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hint = PropertyHint.NodeType;
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hintString = nativeTypeName;
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hintString = GetTypeName(memberNamedType);
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return true;
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}
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}
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static string GetTypeName(INamedTypeSymbol memberSymbol)
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{
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if (memberSymbol.GetAttributes()
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.Any(a => a.AttributeClass?.IsGodotGlobalClassAttribute() ?? false))
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{
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return memberSymbol.Name;
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}
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return memberSymbol.GetGodotScriptNativeClassName()!;
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}
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static bool GetStringArrayEnumHint(VariantType elementVariantType,
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AttributeData exportAttr, out string? hintString)
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{
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@ -0,0 +1,12 @@
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using System;
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#nullable enable
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namespace Godot
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{
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/// <summary>
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/// Exposes the target class as a global script class to Godot Engine.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public sealed class GlobalClassAttribute : Attribute { }
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}
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@ -0,0 +1,25 @@
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using System;
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namespace Godot
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{
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/// <summary>
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/// Specifies a custom icon for representing this class in the Godot Editor.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public sealed class IconAttribute : Attribute
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{
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/// <summary>
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/// File path to a custom icon for representing this class in the Godot Editor.
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/// </summary>
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public string Path { get; }
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/// <summary>
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/// Specify the custom icon that represents the class.
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/// </summary>
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/// <param name="path">File path to the custom icon.</param>
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public IconAttribute(string path)
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{
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Path = path;
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}
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}
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}
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@ -25,7 +25,7 @@ namespace Godot.Bridge
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public delegate* unmanaged<godot_string*, godot_ref*, void> ScriptManagerBridge_GetOrCreateScriptBridgeForPath;
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public delegate* unmanaged<IntPtr, void> ScriptManagerBridge_RemoveScriptBridge;
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public delegate* unmanaged<IntPtr, godot_bool> ScriptManagerBridge_TryReloadRegisteredScriptWithClass;
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public delegate* unmanaged<IntPtr, godot_bool*, godot_array*, godot_dictionary*, godot_dictionary*, godot_ref*, void> ScriptManagerBridge_UpdateScriptClassInfo;
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public delegate* unmanaged<IntPtr, godot_string*, godot_bool*, godot_bool*, godot_string*, godot_array*, godot_dictionary*, godot_dictionary*, godot_ref*, void> ScriptManagerBridge_UpdateScriptClassInfo;
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public delegate* unmanaged<IntPtr, IntPtr*, godot_bool, godot_bool> ScriptManagerBridge_SwapGCHandleForType;
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public delegate* unmanaged<IntPtr, delegate* unmanaged<IntPtr, godot_string*, void*, int, void>, void> ScriptManagerBridge_GetPropertyInfoList;
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public delegate* unmanaged<IntPtr, delegate* unmanaged<IntPtr, void*, int, void>, void> ScriptManagerBridge_GetPropertyDefaultValues;
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@ -298,6 +298,13 @@ namespace Godot.Bridge
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_pathTypeBiMap.Add(scriptPathAttr.Path, type);
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// This method may be called before initialization.
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if (NativeFuncs.godotsharp_dotnet_module_is_initialized().ToBool() && Engine.IsEditorHint())
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{
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using godot_string scriptPath = Marshaling.ConvertStringToNative(scriptPathAttr.Path);
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NativeFuncs.godotsharp_internal_editor_file_system_update_file(scriptPath);
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}
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if (AlcReloadCfg.IsAlcReloadingEnabled)
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{
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AddTypeForAlcReloading(type);
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@ -584,7 +591,8 @@ namespace Godot.Bridge
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}
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[UnmanagedCallersOnly]
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internal static unsafe void UpdateScriptClassInfo(IntPtr scriptPtr, godot_bool* outTool,
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internal static unsafe void UpdateScriptClassInfo(IntPtr scriptPtr, godot_string* outClassName,
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godot_bool* outTool, godot_bool* outGlobal, godot_string* outIconPath,
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godot_array* outMethodsDest, godot_dictionary* outRpcFunctionsDest,
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godot_dictionary* outEventSignalsDest, godot_ref* outBaseScript)
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{
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@ -593,6 +601,8 @@ namespace Godot.Bridge
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// Performance is not critical here as this will be replaced with source generators.
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var scriptType = _scriptTypeBiMap.GetScriptType(scriptPtr);
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*outClassName = Marshaling.ConvertStringToNative(scriptType.Name);
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*outTool = scriptType.GetCustomAttributes(inherit: false)
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.OfType<ToolAttribute>()
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.Any().ToGodotBool();
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@ -607,6 +617,18 @@ namespace Godot.Bridge
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if (!(*outTool).ToBool() && scriptType.Assembly.GetName().Name == "GodotTools")
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*outTool = godot_bool.True;
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var globalAttr = scriptType.GetCustomAttributes(inherit: false)
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.OfType<GlobalClassAttribute>()
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.FirstOrDefault();
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*outGlobal = (globalAttr != null).ToGodotBool();
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var iconAttr = scriptType.GetCustomAttributes(inherit: false)
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.OfType<IconAttribute>()
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.FirstOrDefault();
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*outIconPath = Marshaling.ConvertStringToNative(iconAttr?.Path);
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// Methods
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// Performance is not critical here as this will be replaced with source generators.
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@ -693,7 +715,7 @@ namespace Godot.Bridge
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}
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*outRpcFunctionsDest = NativeFuncs.godotsharp_dictionary_new_copy(
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(godot_dictionary)(rpcFunctions).NativeValue);
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(godot_dictionary)rpcFunctions.NativeValue);
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// Event signals
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@ -755,7 +777,10 @@ namespace Godot.Bridge
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catch (Exception e)
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{
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ExceptionUtils.LogException(e);
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*outClassName = default;
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*outTool = godot_bool.False;
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*outGlobal = godot_bool.False;
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*outIconPath = default;
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*outMethodsDest = NativeFuncs.godotsharp_array_new();
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*outRpcFunctionsDest = NativeFuncs.godotsharp_dictionary_new();
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*outEventSignalsDest = NativeFuncs.godotsharp_dictionary_new();
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@ -37,6 +37,8 @@ namespace Godot.NativeInterop
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// Custom functions
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internal static partial godot_bool godotsharp_dotnet_module_is_initialized();
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public static partial IntPtr godotsharp_method_bind_get_method(in godot_string_name p_classname,
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in godot_string_name p_methodname);
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@ -52,6 +54,8 @@ namespace Godot.NativeInterop
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internal static partial void godotsharp_stack_info_vector_destroy(
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ref DebuggingUtils.godot_stack_info_vector p_stack_info_vector);
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internal static partial void godotsharp_internal_editor_file_system_update_file(in godot_string p_script_path);
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internal static partial void godotsharp_internal_script_debugger_send_error(in godot_string p_func,
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in godot_string p_file, int p_line, in godot_string p_err, in godot_string p_descr,
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godot_bool p_warning, in DebuggingUtils.godot_stack_info_vector p_stack_info_vector);
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@ -60,7 +60,9 @@
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<Compile Include="Core\Attributes\ExportCategoryAttribute.cs" />
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<Compile Include="Core\Attributes\ExportGroupAttribute.cs" />
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<Compile Include="Core\Attributes\ExportSubgroupAttribute.cs" />
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<Compile Include="Core\Attributes\GlobalClassAttribute.cs" />
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<Compile Include="Core\Attributes\GodotClassNameAttribute.cs" />
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<Compile Include="Core\Attributes\IconAttribute.cs" />
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<Compile Include="Core\Attributes\MustBeVariantAttribute.cs" />
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<Compile Include="Core\Attributes\RpcAttribute.cs" />
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<Compile Include="Core\Attributes\ScriptPathAttribute.cs" />
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@ -40,6 +40,10 @@
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#include "core/os/os.h"
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#include "core/string/string_name.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_file_system.h"
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#endif
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#include "../interop_types.h"
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#include "modules/mono/csharp_script.h"
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@ -57,6 +61,10 @@ static_assert(sizeof(SafeRefCount) == sizeof(uint32_t));
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typedef Object *(*godotsharp_class_creation_func)();
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bool godotsharp_dotnet_module_is_initialized() {
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return GDMono::get_singleton()->is_initialized();
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}
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MethodBind *godotsharp_method_bind_get_method(const StringName *p_classname, const StringName *p_methodname) {
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return ClassDB::get_method(*p_classname, *p_methodname);
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}
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@ -304,6 +312,20 @@ void godotsharp_internal_new_csharp_script(Ref<CSharpScript> *r_dest) {
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memnew_placement(r_dest, Ref<CSharpScript>(memnew(CSharpScript)));
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}
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void godotsharp_internal_editor_file_system_update_file(const String *p_script_path) {
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#if TOOLS_ENABLED
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// If the EditorFileSystem singleton is available, update the file;
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// otherwise, the file will be updated when the singleton becomes available.
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EditorFileSystem *efs = EditorFileSystem::get_singleton();
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if (efs) {
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efs->update_file(*p_script_path);
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}
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#else
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// EditorFileSystem is only available when running in the Godot editor.
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DEV_ASSERT(false);
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#endif
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}
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bool godotsharp_internal_script_load(const String *p_path, Ref<CSharpScript> *r_dest) {
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Ref<Resource> res = ResourceLoader::load(*p_path);
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if (res.is_valid()) {
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@ -1391,11 +1413,13 @@ void godotsharp_object_to_string(Object *p_ptr, godot_string *r_str) {
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// The order in this array must match the declaration order of
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// the methods in 'GodotSharp/Core/NativeInterop/NativeFuncs.cs'.
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static const void *unmanaged_callbacks[]{
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(void *)godotsharp_dotnet_module_is_initialized,
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(void *)godotsharp_method_bind_get_method,
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(void *)godotsharp_get_class_constructor,
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(void *)godotsharp_engine_get_singleton,
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(void *)godotsharp_stack_info_vector_resize,
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(void *)godotsharp_stack_info_vector_destroy,
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(void *)godotsharp_internal_editor_file_system_update_file,
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(void *)godotsharp_internal_script_debugger_send_error,
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(void *)godotsharp_internal_script_debugger_is_active,
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(void *)godotsharp_internal_object_get_associated_gchandle,
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@ -443,6 +443,8 @@ void GDMono::initialize() {
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print_verbose(".NET: GodotPlugins initialized");
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_on_core_api_assembly_loaded();
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initialized = true;
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}
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||||
#ifdef TOOLS_ENABLED
|
||||
|
@ -527,14 +529,6 @@ Error GDMono::reload_project_assemblies() {
|
|||
|
||||
GDMono::GDMono() {
|
||||
singleton = this;
|
||||
|
||||
runtime_initialized = false;
|
||||
finalizing_scripts_domain = false;
|
||||
|
||||
api_core_hash = 0;
|
||||
#ifdef TOOLS_ENABLED
|
||||
api_editor_hash = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
GDMono::~GDMono() {
|
||||
|
|
|
@ -59,8 +59,9 @@ struct PluginCallbacks {
|
|||
} // namespace gdmono
|
||||
|
||||
class GDMono {
|
||||
bool runtime_initialized;
|
||||
bool finalizing_scripts_domain;
|
||||
bool initialized = false;
|
||||
bool runtime_initialized = false;
|
||||
bool finalizing_scripts_domain = false;
|
||||
|
||||
void *hostfxr_dll_handle = nullptr;
|
||||
bool is_native_aot = false;
|
||||
|
@ -72,9 +73,9 @@ class GDMono {
|
|||
bool _load_project_assembly();
|
||||
#endif
|
||||
|
||||
uint64_t api_core_hash;
|
||||
uint64_t api_core_hash = 0;
|
||||
#ifdef TOOLS_ENABLED
|
||||
uint64_t api_editor_hash;
|
||||
uint64_t api_editor_hash = 0;
|
||||
#endif
|
||||
void _init_godot_api_hashes();
|
||||
|
||||
|
@ -119,6 +120,9 @@ public:
|
|||
return singleton;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ bool is_initialized() const {
|
||||
return initialized;
|
||||
}
|
||||
_FORCE_INLINE_ bool is_runtime_initialized() const {
|
||||
return runtime_initialized;
|
||||
}
|
||||
|
|
|
@ -90,7 +90,7 @@ struct ManagedCallbacks {
|
|||
using FuncScriptManagerBridge_GetOrCreateScriptBridgeForPath = void(GD_CLR_STDCALL *)(const String *, Ref<CSharpScript> *);
|
||||
using FuncScriptManagerBridge_RemoveScriptBridge = void(GD_CLR_STDCALL *)(const CSharpScript *);
|
||||
using FuncScriptManagerBridge_TryReloadRegisteredScriptWithClass = bool(GD_CLR_STDCALL *)(const CSharpScript *);
|
||||
using FuncScriptManagerBridge_UpdateScriptClassInfo = void(GD_CLR_STDCALL *)(const CSharpScript *, bool *, Array *, Dictionary *, Dictionary *, Ref<CSharpScript> *);
|
||||
using FuncScriptManagerBridge_UpdateScriptClassInfo = void(GD_CLR_STDCALL *)(const CSharpScript *, String *, bool *, bool *, String *, Array *, Dictionary *, Dictionary *, Ref<CSharpScript> *);
|
||||
using FuncScriptManagerBridge_SwapGCHandleForType = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, GCHandleIntPtr *, bool);
|
||||
using FuncScriptManagerBridge_GetPropertyInfoList = void(GD_CLR_STDCALL *)(CSharpScript *, Callback_ScriptManagerBridge_GetPropertyInfoList_Add);
|
||||
using FuncScriptManagerBridge_GetPropertyDefaultValues = void(GD_CLR_STDCALL *)(CSharpScript *, Callback_ScriptManagerBridge_GetPropertyDefaultValues_Add);
|
||||
|
|
Loading…
Reference in New Issue