Add generic support to PackedScene.Instance
(cherry picked from commit 3f50954ced
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namespace Godot
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{
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public partial class PackedScene
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{
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/// <summary>
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/// Instantiates the scene's node hierarchy, erroring on failure.
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/// Triggers child scene instantiation(s). Triggers a
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/// `Node.NotificationInstanced` notification on the root node.
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/// </summary>
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/// <typeparam name="T">The type to cast to. Should be a descendant of Node.</typeparam>
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public T Instance<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
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{
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return (T)(object)Instance(editState);
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}
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/// <summary>
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/// Instantiates the scene's node hierarchy, returning null on failure.
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/// Triggers child scene instantiation(s). Triggers a
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/// `Node.NotificationInstanced` notification on the root node.
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/// </summary>
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/// <typeparam name="T">The type to cast to. Should be a descendant of Node.</typeparam>
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public T InstanceOrNull<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
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{
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return Instance(editState) as T;
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}
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}
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}
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@ -28,6 +28,7 @@
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<Compile Include="Core\DynamicObject.cs" />
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<Compile Include="Core\Extensions\NodeExtensions.cs" />
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<Compile Include="Core\Extensions\ObjectExtensions.cs" />
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<Compile Include="Core\Extensions\PackedSceneExtensions.cs" />
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<Compile Include="Core\Extensions\ResourceLoaderExtensions.cs" />
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<Compile Include="Core\GD.cs" />
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<Compile Include="Core\GodotSynchronizationContext.cs" />
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