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godot-vargen's Issues

Generate missing signal connections for selected nodes.

While less useful for GDScript, filling in connected methods in C# is quite cumbersome.

  • Add an option to also generate missing methods.
  • Read data from get_signal_list and get_signal_connection_list for each selected node.
  • Detect whether a file contains methods matching those returned by get_signal_connection_list.
  • Generate stubs for missing methods.

C# support.

  • Figure out how to find text insertion points within a C# script without using advanced tools like Roslyn. First one is where to place a field declaration, the second one is the OnReady override.
  • Implement a namer, which will convert node names to PascalCase for properties or lowerPascalCase for fields.
  • Add a script language detection logic. Just check if the root node's Script resource is CSharpScript.

Add variable placement preference.

Currently the script will either prepend new strings to an existing block of onready variables, or add them at the end of the file. There should be a way to specify which behavior is preferable.

Numbers kinda break variable naming.

If a node is called Node2D, then the resulting variable name will be _node2_d, but I would expect it to be _node_2d. The script needs a better way to distinguish where to place a word break.

Prevent duplicated definitions.

Implement an option, which would prevent addition of duplicate statements. The script probably shouldn't make any assumptions and look for exactly matching statements.

Persist last options.

Whenever generation happens, persist last selected options so that the user doesn't have to re-enter options again.

Handle non-ASCII node names.

Some users might use non-ASCII characters to name their nodes, which will result in cryptic variable names. The script should handle UTF8 strings.

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