6/16/2023 0 Comments Godot classWaiting for Godot ( / ˈ ɡ ɒ d oʊ/ GOD-oh) is a play by Samuel Beckett in which two characters, Vladimir (Didi) and Estragon (Gogo), engage in a variety of discussions and encounters while awaiting the titular Godot, who never arrives. reduz hasn't wanted to change that (I already asked a long time ago).En attendant Godot, staging by Otomar Krejca, Avignon Festival, 1978 The ScriptServer only has the one namespace though. And then, if you want, you can create some means of making other language's scripts accessible by name. All you have to do to add support is grant some way for a Script to define a class name and/or icon, and then have the ScriptLanguage implementation return that data when get_global_class_name is called with the script's path. And I just haven't come back to the problem yet. I haven't added support to VisualScript cause, at the time, I would've needed to define a GUI and I was running out of time since the 3.1 release was so close. And I couldn't seem to figure out how to make sense of the CSharpScript implementation or what the MonoObject relationship was to CSharpScript, Script, etc. GDScript and NativeScript already have support (although NativeScript doesn't generate any global variables or only reason I didn't add support to CSharpScript initially was because you needed the get_base_script() method to return the proper inherited script in order for the CreateDialog to understand their inheritance hierarchies correctly (at the time, don't think that's changed either), and when I asked about why it hadn't been implemented. Rather than deprecating the highly specific script classes in favor of the generic custom types, the better approach would be to add support for script classes to all scripting languages and then completely deprecate the custom type system since it doesn't support as wide of a feature set. This file is then used to initialize the ScriptServer's global ClassName->ScriptPath map which is accessible to scripting languages at runtime. Its implementation then returns the name of the script file (and any potential icon) which it then caches in Dictionaries inside the project.godot file. It iterates over all script files, figures out which ScriptLanguage instance to grab, and then calls get_global_class_name on the script using the ScriptLanguage. The EditorFileSystem that scans the project every time you save in the ScriptEditor will also attempt to update script class names. Furthermore, in order to define a custom type, you must register it via an EditorPlugin whereas script classes are defined directly from the script's file. That sounds more like the is keyword implementation needs to be updated to support arbitrary scripted Godot already has another way to create custom node types which works with any language, and since class_name is only a GDScript feature,Īctually, the main difference is that script class names can be accessed at runtime while custom types can only be accessed from the editor. The CSharpScripts would get turned into inaccessible globals.Īlso the is operator in GDScript cannot be used with C# scripts. So, if you had a FQN stored as the script class name in the ScriptServer, it would likely just end up creating a global variable that couldn't be accessed (since no valid GDScript identifier would match the string key in the map that provides the corresponding global variable vector index). During its initialization, it runs through the list of types defined in the ScriptServer, loads all of the file paths, and adds them all as global variables. Iirc, the GDScriptLanguage class has a Vector that it uses to store a collection of global variables for the language and a string->int map (can't recall if HashMap or Map) that registers the script class names to the corresponding indexes. I'm pretty sure the MyNode.new() syntax translates to something similar to preload(script_path).new() internally. You can do node is MyNode or var node = MyNode.new(). Class name is also registered as a global class.
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