godotsharp_editor.cpp 19 KB

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  1. /*************************************************************************/
  2. /* godotsharp_editor.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "godotsharp_editor.h"
  31. #include "core/message_queue.h"
  32. #include "core/os/os.h"
  33. #include "core/project_settings.h"
  34. #include "scene/gui/control.h"
  35. #include "scene/main/node.h"
  36. #include "../csharp_script.h"
  37. #include "../godotsharp_dirs.h"
  38. #include "../mono_gd/gd_mono.h"
  39. #include "../mono_gd/gd_mono_marshal.h"
  40. #include "../utils/path_utils.h"
  41. #include "bindings_generator.h"
  42. #include "csharp_project.h"
  43. #include "dotnet_solution.h"
  44. #include "godotsharp_export.h"
  45. #ifdef OSX_ENABLED
  46. #include "../utils/osx_utils.h"
  47. #endif
  48. #ifdef WINDOWS_ENABLED
  49. #include "../utils/mono_reg_utils.h"
  50. #endif
  51. GodotSharpEditor *GodotSharpEditor::singleton = NULL;
  52. bool GodotSharpEditor::_create_project_solution() {
  53. EditorProgress pr("create_csharp_solution", TTR("Generating solution..."), 2);
  54. pr.step(TTR("Generating C# project..."));
  55. String path = OS::get_singleton()->get_resource_dir();
  56. String name = ProjectSettings::get_singleton()->get("application/config/name");
  57. if (name.empty()) {
  58. name = "UnnamedProject";
  59. }
  60. String guid = CSharpProject::generate_game_project(path, name);
  61. if (guid.length()) {
  62. DotNetSolution solution(name);
  63. if (!solution.set_path(path)) {
  64. show_error_dialog(TTR("Failed to create solution."));
  65. return false;
  66. }
  67. DotNetSolution::ProjectInfo proj_info;
  68. proj_info.guid = guid;
  69. proj_info.relpath = name + ".csproj";
  70. proj_info.configs.push_back("Debug");
  71. proj_info.configs.push_back("Release");
  72. proj_info.configs.push_back("Tools");
  73. solution.add_new_project(name, proj_info);
  74. Error sln_error = solution.save();
  75. if (sln_error != OK) {
  76. show_error_dialog(TTR("Failed to save solution."));
  77. return false;
  78. }
  79. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
  80. return false;
  81. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
  82. return false;
  83. pr.step(TTR("Done"));
  84. // Here, after all calls to progress_task_step
  85. call_deferred("_remove_create_sln_menu_option");
  86. } else {
  87. show_error_dialog(TTR("Failed to create C# project."));
  88. }
  89. return true;
  90. }
  91. void GodotSharpEditor::_make_api_solutions_if_needed() {
  92. // I'm sick entirely of ProgressDialog
  93. static int attempts_left = 100;
  94. if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
  95. ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
  96. if (SceneTree::get_singleton()) {
  97. SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
  98. } else {
  99. call_deferred("_make_api_solutions_if_needed");
  100. }
  101. attempts_left--;
  102. return;
  103. }
  104. // Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
  105. // the message queue, with signals the collateral damage should be minimal in the worst case.
  106. static bool recursion_guard = false;
  107. if (!recursion_guard) {
  108. recursion_guard = true;
  109. // Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
  110. SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
  111. _make_api_solutions_if_needed_impl();
  112. recursion_guard = false;
  113. }
  114. }
  115. void GodotSharpEditor::_make_api_solutions_if_needed_impl() {
  116. // If the project has a solution and C# project make sure the API assemblies are present and up to date
  117. String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
  118. if (!FileAccess::exists(res_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll")) ||
  119. GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE)) {
  120. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
  121. return;
  122. }
  123. if (!FileAccess::exists(res_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll")) ||
  124. GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR)) {
  125. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
  126. return; // Redundant? I don't think so
  127. }
  128. }
  129. void GodotSharpEditor::_remove_create_sln_menu_option() {
  130. menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
  131. bottom_panel_btn->show();
  132. }
  133. void GodotSharpEditor::_show_about_dialog() {
  134. bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
  135. about_dialog_checkbox->set_pressed(show_on_start);
  136. about_dialog->popup_centered_minsize();
  137. }
  138. void GodotSharpEditor::_toggle_about_dialog_on_start(bool p_enabled) {
  139. bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
  140. if (show_on_start != p_enabled) {
  141. EditorSettings::get_singleton()->set_setting("mono/editor/show_info_on_start", p_enabled);
  142. }
  143. }
  144. void GodotSharpEditor::_build_solution_pressed() {
  145. if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
  146. if (!_create_project_solution())
  147. return; // Failed to create solution
  148. }
  149. MonoBottomPanel::get_singleton()->call("_build_project_pressed");
  150. }
  151. void GodotSharpEditor::_menu_option_pressed(int p_id) {
  152. switch (p_id) {
  153. case MENU_CREATE_SLN: {
  154. _create_project_solution();
  155. } break;
  156. case MENU_ABOUT_CSHARP: {
  157. _show_about_dialog();
  158. } break;
  159. default:
  160. ERR_FAIL();
  161. }
  162. }
  163. void GodotSharpEditor::_notification(int p_notification) {
  164. switch (p_notification) {
  165. case NOTIFICATION_READY: {
  166. bool show_info_dialog = EDITOR_GET("mono/editor/show_info_on_start");
  167. if (show_info_dialog) {
  168. about_dialog->set_exclusive(true);
  169. _show_about_dialog();
  170. // Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive then.
  171. about_dialog->set_exclusive(false);
  172. }
  173. }
  174. }
  175. }
  176. void GodotSharpEditor::_bind_methods() {
  177. ClassDB::bind_method(D_METHOD("_build_solution_pressed"), &GodotSharpEditor::_build_solution_pressed);
  178. ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
  179. ClassDB::bind_method(D_METHOD("_make_api_solutions_if_needed"), &GodotSharpEditor::_make_api_solutions_if_needed);
  180. ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
  181. ClassDB::bind_method(D_METHOD("_toggle_about_dialog_on_start"), &GodotSharpEditor::_toggle_about_dialog_on_start);
  182. ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
  183. }
  184. MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoString *p_bundle_id) {
  185. #ifdef OSX_ENABLED
  186. return (MonoBoolean)osx_is_app_bundle_installed(GDMonoMarshal::mono_string_to_godot(p_bundle_id));
  187. #else
  188. (void)p_bundle_id; // UNUSED
  189. ERR_FAIL_V(false);
  190. #endif
  191. }
  192. MonoString *godot_icall_Utils_OS_GetPlatformName() {
  193. return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
  194. }
  195. void GodotSharpEditor::register_internal_calls() {
  196. static bool registered = false;
  197. ERR_FAIL_COND(registered);
  198. registered = true;
  199. mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
  200. mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
  201. GodotSharpBuilds::register_internal_calls();
  202. GodotSharpExport::register_internal_calls();
  203. }
  204. void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
  205. error_dialog->set_title(p_title);
  206. error_dialog->set_text(p_message);
  207. error_dialog->popup_centered_minsize();
  208. }
  209. Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
  210. ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
  211. switch (editor) {
  212. case EDITOR_VSCODE: {
  213. static String vscode_path;
  214. if (vscode_path.empty() || !FileAccess::exists(vscode_path)) {
  215. // Try to search it again if it wasn't found last time or if it was removed from its location
  216. bool found = false;
  217. // TODO: Use initializer lists once C++11 is allowed
  218. static Vector<String> vscode_names;
  219. if (vscode_names.empty()) {
  220. vscode_names.push_back("code");
  221. vscode_names.push_back("code-oss");
  222. vscode_names.push_back("vscode");
  223. vscode_names.push_back("vscode-oss");
  224. vscode_names.push_back("visual-studio-code");
  225. vscode_names.push_back("visual-studio-code-oss");
  226. }
  227. for (int i = 0; i < vscode_names.size(); i++) {
  228. vscode_path = path_which(vscode_names[i]);
  229. if (!vscode_path.empty()) {
  230. found = true;
  231. break;
  232. }
  233. }
  234. if (!found)
  235. vscode_path.clear(); // Not found, clear so next time the empty() check is enough
  236. }
  237. List<String> args;
  238. #ifdef OSX_ENABLED
  239. // The package path is '/Applications/Visual Studio Code.app'
  240. static const String vscode_bundle_id = "com.microsoft.VSCode";
  241. static bool osx_app_bundle_installed = osx_is_app_bundle_installed(vscode_bundle_id);
  242. if (osx_app_bundle_installed) {
  243. args.push_back("-b");
  244. args.push_back(vscode_bundle_id);
  245. // The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
  246. // editing our folder. It's better to ask for a new window and let VSCode do the window management.
  247. args.push_back("-n");
  248. // The open process must wait until the application finishes (which is instant in VSCode's case)
  249. args.push_back("--wait-apps");
  250. args.push_back("--args");
  251. }
  252. #endif
  253. args.push_back(ProjectSettings::get_singleton()->get_resource_path());
  254. String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
  255. if (p_line >= 0) {
  256. args.push_back("-g");
  257. args.push_back(script_path + ":" + itos(p_line + 1) + ":" + itos(p_col));
  258. } else {
  259. args.push_back(script_path);
  260. }
  261. #ifdef OSX_ENABLED
  262. ERR_EXPLAIN("Cannot find code editor: VSCode");
  263. ERR_FAIL_COND_V(!osx_app_bundle_installed && vscode_path.empty(), ERR_FILE_NOT_FOUND);
  264. String command = osx_app_bundle_installed ? "/usr/bin/open" : vscode_path;
  265. #else
  266. ERR_EXPLAIN("Cannot find code editor: VSCode");
  267. ERR_FAIL_COND_V(vscode_path.empty(), ERR_FILE_NOT_FOUND);
  268. String command = vscode_path;
  269. #endif
  270. Error err = OS::get_singleton()->execute(command, args, false);
  271. if (err != OK) {
  272. ERR_PRINT("Error when trying to execute code editor: VSCode");
  273. return err;
  274. }
  275. } break;
  276. #ifdef OSX_ENABLED
  277. case EDITOR_VISUALSTUDIO_MAC:
  278. // [[fallthrough]];
  279. #endif
  280. case EDITOR_MONODEVELOP: {
  281. #ifdef OSX_ENABLED
  282. bool is_visualstudio = editor == EDITOR_VISUALSTUDIO_MAC;
  283. MonoDevelopInstance **instance = is_visualstudio ?
  284. &visualstudio_mac_instance :
  285. &monodevelop_instance;
  286. MonoDevelopInstance::EditorId editor_id = is_visualstudio ?
  287. MonoDevelopInstance::VISUALSTUDIO_FOR_MAC :
  288. MonoDevelopInstance::MONODEVELOP;
  289. #else
  290. MonoDevelopInstance **instance = &monodevelop_instance;
  291. MonoDevelopInstance::EditorId editor_id = MonoDevelopInstance::MONODEVELOP;
  292. #endif
  293. if (!*instance)
  294. *instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path(), editor_id));
  295. String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
  296. if (p_line >= 0) {
  297. script_path += ";" + itos(p_line + 1) + ";" + itos(p_col);
  298. }
  299. (*instance)->execute(script_path);
  300. } break;
  301. default:
  302. return ERR_UNAVAILABLE;
  303. }
  304. return OK;
  305. }
  306. bool GodotSharpEditor::overrides_external_editor() {
  307. return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
  308. }
  309. GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
  310. singleton = this;
  311. monodevelop_instance = NULL;
  312. #ifdef OSX_ENABLED
  313. visualstudio_mac_instance = NULL;
  314. #endif
  315. editor = p_editor;
  316. error_dialog = memnew(AcceptDialog);
  317. editor->get_gui_base()->add_child(error_dialog);
  318. bottom_panel_btn = editor->add_bottom_panel_item(TTR("Mono"), memnew(MonoBottomPanel(editor)));
  319. godotsharp_builds = memnew(GodotSharpBuilds);
  320. editor->add_child(memnew(MonoReloadNode));
  321. menu_popup = memnew(PopupMenu);
  322. menu_popup->hide();
  323. menu_popup->set_as_toplevel(true);
  324. menu_popup->set_pass_on_modal_close_click(false);
  325. editor->add_tool_submenu_item("Mono", menu_popup);
  326. // TODO: Remove or edit this info dialog once Mono support is no longer in alpha
  327. {
  328. menu_popup->add_item(TTR("About C# support"), MENU_ABOUT_CSHARP);
  329. about_dialog = memnew(AcceptDialog);
  330. editor->get_gui_base()->add_child(about_dialog);
  331. about_dialog->set_title("Important: C# support is not feature-complete");
  332. // We don't use set_text() as the default AcceptDialog Label doesn't play well with the TextureRect and CheckBox
  333. // we'll add. Instead we add containers and a new autowrapped Label inside.
  334. // Main VBoxContainer (icon + label on top, checkbox at bottom)
  335. VBoxContainer *about_vbc = memnew(VBoxContainer);
  336. about_dialog->add_child(about_vbc);
  337. // HBoxContainer for icon + label
  338. HBoxContainer *about_hbc = memnew(HBoxContainer);
  339. about_vbc->add_child(about_hbc);
  340. TextureRect *about_icon = memnew(TextureRect);
  341. about_hbc->add_child(about_icon);
  342. Ref<Texture> about_icon_tex = about_icon->get_icon("NodeWarning", "EditorIcons");
  343. about_icon->set_texture(about_icon_tex);
  344. Label *about_label = memnew(Label);
  345. about_hbc->add_child(about_label);
  346. about_label->set_custom_minimum_size(Size2(600, 150) * EDSCALE);
  347. about_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  348. about_label->set_autowrap(true);
  349. String about_text =
  350. String("C# support in Godot Engine is in late alpha stage and, while already usable, ") +
  351. "it is not meant for use in production.\n\n" +
  352. "Projects can be exported to Linux, macOS and Windows, but not yet to mobile or web platforms. " +
  353. "Bugs and usability issues will be addressed gradually over future releases, " +
  354. "potentially including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
  355. "If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, MSBuild version, IDE, etc.:\n\n" +
  356. " https://github.com/godotengine/godot/issues\n\n" +
  357. "Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!";
  358. about_label->set_text(about_text);
  359. EDITOR_DEF("mono/editor/show_info_on_start", true);
  360. // CheckBox in main container
  361. about_dialog_checkbox = memnew(CheckBox);
  362. about_vbc->add_child(about_dialog_checkbox);
  363. about_dialog_checkbox->set_text("Show this warning when starting the editor");
  364. about_dialog_checkbox->connect("toggled", this, "_toggle_about_dialog_on_start");
  365. }
  366. String sln_path = GodotSharpDirs::get_project_sln_path();
  367. String csproj_path = GodotSharpDirs::get_project_csproj_path();
  368. if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
  369. // Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
  370. call_deferred("_make_api_solutions_if_needed");
  371. } else {
  372. bottom_panel_btn->hide();
  373. menu_popup->add_item(TTR("Create C# solution"), MENU_CREATE_SLN);
  374. }
  375. menu_popup->connect("id_pressed", this, "_menu_option_pressed");
  376. ToolButton *build_button = memnew(ToolButton);
  377. build_button->set_text("Build");
  378. build_button->set_tooltip("Build solution");
  379. build_button->set_focus_mode(Control::FOCUS_NONE);
  380. build_button->connect("pressed", this, "_build_solution_pressed");
  381. editor->get_menu_hb()->add_child(build_button);
  382. // External editor settings
  383. EditorSettings *ed_settings = EditorSettings::get_singleton();
  384. EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
  385. String settings_hint_str = "Disabled";
  386. #ifdef WINDOWS_ENABLED
  387. settings_hint_str += ",MonoDevelop,Visual Studio Code";
  388. #elif OSX_ENABLED
  389. settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
  390. #elif UNIX_ENABLED
  391. settings_hint_str += ",MonoDevelop,Visual Studio Code";
  392. #endif
  393. ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, settings_hint_str));
  394. // Export plugin
  395. Ref<GodotSharpExport> godotsharp_export;
  396. godotsharp_export.instance();
  397. EditorExport::get_singleton()->add_export_plugin(godotsharp_export);
  398. }
  399. GodotSharpEditor::~GodotSharpEditor() {
  400. singleton = NULL;
  401. memdelete(godotsharp_builds);
  402. if (monodevelop_instance) {
  403. memdelete(monodevelop_instance);
  404. monodevelop_instance = NULL;
  405. }
  406. }
  407. MonoReloadNode *MonoReloadNode::singleton = NULL;
  408. void MonoReloadNode::_reload_timer_timeout() {
  409. if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
  410. CSharpLanguage::get_singleton()->reload_assemblies(false);
  411. }
  412. }
  413. void MonoReloadNode::restart_reload_timer() {
  414. reload_timer->stop();
  415. reload_timer->start();
  416. }
  417. void MonoReloadNode::_bind_methods() {
  418. ClassDB::bind_method(D_METHOD("_reload_timer_timeout"), &MonoReloadNode::_reload_timer_timeout);
  419. }
  420. void MonoReloadNode::_notification(int p_what) {
  421. switch (p_what) {
  422. case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
  423. restart_reload_timer();
  424. if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
  425. CSharpLanguage::get_singleton()->reload_assemblies(false);
  426. }
  427. } break;
  428. default: {
  429. } break;
  430. };
  431. }
  432. MonoReloadNode::MonoReloadNode() {
  433. singleton = this;
  434. reload_timer = memnew(Timer);
  435. add_child(reload_timer);
  436. reload_timer->set_one_shot(false);
  437. reload_timer->set_wait_time(EDITOR_DEF("mono/assembly_watch_interval_sec", 0.5));
  438. reload_timer->connect("timeout", this, "_reload_timer_timeout");
  439. reload_timer->start();
  440. }
  441. MonoReloadNode::~MonoReloadNode() {
  442. singleton = NULL;
  443. }