From e8c9b6b414e9ee406596f9428fe2b1d5d6aeb439 Mon Sep 17 00:00:00 2001 From: philipcass <244523+philipcass@users.noreply.github.com> Date: Mon, 22 Feb 2021 15:36:28 +0000 Subject: [PATCH] Fix for standalone builds defaulting to int parameters There was a mis-match in how types were specified in editor/build delegates. Changed so they both now use the same switch statement --- .../NativeScript/Editor/GenerateBindings.cs | 27 ++++++++++--------- 1 file changed, 15 insertions(+), 12 deletions(-) diff --git a/Unity/Assets/NativeScript/Editor/GenerateBindings.cs b/Unity/Assets/NativeScript/Editor/GenerateBindings.cs index 29fe4c7..3b1bc12 100644 --- a/Unity/Assets/NativeScript/Editor/GenerateBindings.cs +++ b/Unity/Assets/NativeScript/Editor/GenerateBindings.cs @@ -10573,18 +10573,21 @@ StringBuilder output for (int i = 0; i < parameters.Length; ++i) { ParameterInfo param = parameters[i]; - if (param.Kind == TypeKind.FullStruct) - { - AppendCsharpTypeFullName( - param.ParameterType, - output); - output.Append(" param"); - output.Append(i); - } - else + switch (param.Kind) { - output.Append("int param"); - output.Append(i); + case TypeKind.FullStruct: + case TypeKind.Primitive: + case TypeKind.Enum: + AppendCsharpTypeFullName( + param.ParameterType, + output); + output.Append(" param"); + output.Append(i); + break; + default: + output.Append("int param"); + output.Append(i); + break; } if (i != parameters.Length-1) { @@ -13639,4 +13642,4 @@ static string InjectIntoString( } } } -} \ No newline at end of file +}