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C#: Re-introduce generic Godot Array and Dictionary
This new version does not support the following type arguments: - Generic types - Array of Godot Object (Godot.Object[]) or derived types The new implementation uses delegate pointers to call the Variant conversion methods. We do type checking only once in the static constructor to get the conversion delegates. Now, we no longer need to do type checking every time, and we no longer have to box value types. This is the best implementation I could come up with, as C# generics don't support anything similar to C++ template specializations.
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13 changed files with 1792 additions and 31 deletions
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@ -55,7 +55,7 @@ public partial class VisualShaderNode_CLASS_ : _BASE_
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return 0;
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}
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public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type)
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public override string _GetCode(Godot.Collections.Array<string> inputVars, Godot.Collections.Array<string> outputVars, Shader.Mode mode, VisualShader.Type type)
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{
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return "";
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}
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