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Base OScriptNodePin
on PropertyInfo
#444
Labels
kind/enhancement
New feature or request
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Description
Godot encodes quite a bit of information in its
ProperyInfo
struct, which describes a property on a class or a method argument or return value. If we transitionOScriptNodePin
to be based on this structure, this has a number of benefits such as making the integration of function calls much more seamless.Implementation ideas
Change
OScriptNodePin
class members to look something like this:Many properties like
_pin_name
,_type
,_target_class
, as well as some of the flag bits would get encoded into the new PropertyInfo member named_property
. Additionally, this would begin to serialize hint and usage flags along with the hint string, which allows the_file_types
variable to become persistent.In some instances, it may be useful for a pin to reference to a member in a specific target class. I'd prefer we consider folding part of the intent of
_target_class
into the PropertyInfo'sclass_name
attribute; which keeping the other potential intent to describe the class that owns the property to be enabled into the new attribute called_member_parent_class
or perhaps_owner_class
or something similar.In addition, all
create_pin
functions should be changed inOScriptNode
. They should prefer to encapsulate as much behavior as possible, ideally having the node define whether the pin is (a) execution/data and (b) the property info associated with the pin; with an optional default value.The text was updated successfully, but these errors were encountered: