Allow readonly and writeonly C# properties to be accessed from GDScript

This commit is contained in:
William Scalf 2023-08-13 18:35:10 -04:00
parent 7ba79d68bd
commit 41cf94e8b6
6 changed files with 69 additions and 33 deletions

View file

@ -119,8 +119,14 @@ namespace Godot.SourceGenerators
.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
.Cast<IFieldSymbol>();
var godotClassProperties = propertySymbols.WhereIsGodotCompatibleType(typeCache).ToArray();
var godotClassFields = fieldSymbols.WhereIsGodotCompatibleType(typeCache).ToArray();
// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
// Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable.
var godotClassProperties = propertySymbols.Where(property => !(property.IsReadOnly || property.IsWriteOnly || property.SetMethod!.IsInitOnly))
.WhereIsGodotCompatibleType(typeCache)
.ToArray();
var godotClassFields = fieldSymbols.Where(property => !property.IsReadOnly)
.WhereIsGodotCompatibleType(typeCache)
.ToArray();
var signalDelegateSymbols = members
.Where(s => s.Kind == SymbolKind.NamedType)