dmitriy-shmilo / godot-vargen Goto Github PK
View Code? Open in Web Editor NEWA small godot plugin, which generates "onready var" statements for you.
License: MIT License
A small godot plugin, which generates "onready var" statements for you.
License: MIT License
Instead of printerr
ing an error, disable run button and show an explanation text when running a script is impossible.
Reading the whole source file as an array of lines and then saving it back in GDScript is inefficient. Move script composers to GDNative.
While less useful for GDScript, filling in connected methods in C# is quite cumbersome.
get_signal_list
and get_signal_connection_list
for each selected node.get_signal_connection_list
.There are several failing tests in vargen_lower_pascal_namer_tests
, which have to do with upper case abbreviations:
_test_non_ascii_upper_case
_test_separating_number_upper_case
_test_one_word_upper_case
- this one should be a pretty common issue_test_two_words_snake_upper_case
OnReady
override.Script
resource is CSharpScript
.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.
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.
Implement an option, which would prevent addition of duplicate statements. The script probably shouldn't make any assumptions and look for exactly matching statements.
Whenever generation happens, persist last selected options so that the user doesn't have to re-enter options again.
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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