// TODO: Unused. Find a way to trigger this. public void SendReloadScripts() { var executionType = GodotDebugTargetSelection.Instance.CurrentDebugTarget.ExecutionType; switch (executionType) { case ExecutionType.Launch: GodotVariantEncoder.Encode( new List <GodotVariant> { "reload_scripts" }, _godotRemoteDebuggerStream ); _godotRemoteDebuggerStream.Flush(); break; case ExecutionType.PlayInEditor: case ExecutionType.Attach: var godotMessagingClient = GodotPackage.Instance.GodotSolutionEventsListener?.GodotMessagingClient; godotMessagingClient?.SendRequest <ReloadScriptsResponse>(new ReloadScriptsRequest()); break; default: throw new ArgumentOutOfRangeException(executionType.ToString()); } }
public void SendReloadScripts() { switch (_godotCmd.ExecutionType) { case ExecutionType.Launch: GodotVariantEncoder.Encode( new List <GodotVariant> { "reload_scripts" }, _godotRemoteDebuggerStream ); break; case ExecutionType.PlayInEditor: case ExecutionType.Attach: _godotCmd.GodotIdeClient.SendRequest <ReloadScriptsResponse>(new ReloadScriptsRequest()); break; default: throw new NotImplementedException(_godotCmd.ExecutionType.ToString()); } }