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Fix GD0107 not applying to arrays and dictionaries containing nodes
(cherry picked from commit 8aa444d212)
This commit is contained in:
committed by
Rémi Verschelde
parent
6e78eec37f
commit
63ff665fd0
@@ -11,11 +11,27 @@ partial class ExportDiagnostics_GD0107_OK
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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internal new static global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant> GetGodotPropertyDefaultValues()
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{
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var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(2);
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var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(10);
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global::Godot.Node __NodeProperty_default_value = default;
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values.Add(PropertyName.@NodeProperty, global::Godot.Variant.From<global::Godot.Node>(__NodeProperty_default_value));
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global::Godot.Node[] __SystemArrayOfNodesProperty_default_value = default;
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values.Add(PropertyName.@SystemArrayOfNodesProperty, global::Godot.Variant.CreateFrom(__SystemArrayOfNodesProperty_default_value));
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global::Godot.Collections.Array<global::Godot.Node> __GodotArrayOfNodesProperty_default_value = default;
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values.Add(PropertyName.@GodotArrayOfNodesProperty, global::Godot.Variant.CreateFrom(__GodotArrayOfNodesProperty_default_value));
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global::Godot.Collections.Dictionary<global::Godot.Node, string> __GodotDictionaryWithNodeAsKeyProperty_default_value = default;
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values.Add(PropertyName.@GodotDictionaryWithNodeAsKeyProperty, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsKeyProperty_default_value));
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global::Godot.Collections.Dictionary<string, global::Godot.Node> __GodotDictionaryWithNodeAsValueProperty_default_value = default;
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values.Add(PropertyName.@GodotDictionaryWithNodeAsValueProperty, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsValueProperty_default_value));
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global::Godot.Node __NodeField_default_value = default;
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values.Add(PropertyName.@NodeField, global::Godot.Variant.From<global::Godot.Node>(__NodeField_default_value));
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global::Godot.Node[] __SystemArrayOfNodesField_default_value = default;
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values.Add(PropertyName.@SystemArrayOfNodesField, global::Godot.Variant.CreateFrom(__SystemArrayOfNodesField_default_value));
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global::Godot.Collections.Array<global::Godot.Node> __GodotArrayOfNodesField_default_value = default;
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values.Add(PropertyName.@GodotArrayOfNodesField, global::Godot.Variant.CreateFrom(__GodotArrayOfNodesField_default_value));
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global::Godot.Collections.Dictionary<global::Godot.Node, string> __GodotDictionaryWithNodeAsKeyField_default_value = default;
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values.Add(PropertyName.@GodotDictionaryWithNodeAsKeyField, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsKeyField_default_value));
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global::Godot.Collections.Dictionary<string, global::Godot.Node> __GodotDictionaryWithNodeAsValueField_default_value = default;
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values.Add(PropertyName.@GodotDictionaryWithNodeAsValueField, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsValueField_default_value));
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return values;
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}
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#endif // TOOLS
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