Closed Trey2k closed 9 months ago
Describe the bug While working on #169 i noticed c# fails to pull lua callables.
To Reproduce The following CS class gets a null Callable. While the equivalent GDScript works as expected.
using Godot; using System; public partial class Node2D : Godot.Node2D { private LuaApi lua = new LuaApi(); public override void _Ready() { LuaError error = lua.DoString(@" function test() return ""This is a test message."" end "); if (error != null && error.Message != "") { GD.Print("An error occurred calling DoString."); GD.Print("ERROR %d: %s", error.Type, error.Message); } var val = lua.PullVariant("test"); if (val.GetType() == typeof(LuaError)) { GD.Print("ERROR %d: %s", error.Type, error.Message); return; } Callable test = val.AsCallable(); Godot.Collections.Array Params = new(); GD.Print(test.Call(Params)); } }
Expected behavior A valid Callable returned
Enviromint:
This issue with probably not be resolved for awhile. I suggest c# users stick with lua.call_function for now.
Resolved by #172, i dont think C# will get CallableCustoms any time soon.
Describe the bug While working on #169 i noticed c# fails to pull lua callables.
To Reproduce The following CS class gets a null Callable. While the equivalent GDScript works as expected.
Expected behavior A valid Callable returned
Enviromint: