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