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[C#] Unexpose GodotSharp

This class seems to have been exposed accidentally, and breaks
documentation on non-mono builds, requiring hacks
This commit is contained in:
A Thousand Ships
2024-05-04 13:20:14 +02:00
parent 7ebc866418
commit aff2e47bff
8 changed files with 4 additions and 63 deletions

View File

@@ -564,11 +564,7 @@ namespace mono_bind {
GodotSharp *GodotSharp::singleton = nullptr;
bool GodotSharp::_is_runtime_initialized() {
return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized();
}
void GodotSharp::_reload_assemblies(bool p_soft_reload) {
void GodotSharp::reload_assemblies(bool p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
// This method may be called more than once with `call_deferred`, so we need to check
@@ -579,11 +575,6 @@ void GodotSharp::_reload_assemblies(bool p_soft_reload) {
#endif
}
void GodotSharp::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::_is_runtime_initialized);
ClassDB::bind_method(D_METHOD("_reload_assemblies"), &GodotSharp::_reload_assemblies);
}
GodotSharp::GodotSharp() {
singleton = this;
}