Replicated the weapon flying tick setup using resources
This commit is contained in:
@@ -0,0 +1,105 @@
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// Copyright © Gamesmiths Guild.
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using System;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that binds a node property to a field declared by an <see cref="IActivationDataProvider"/>.
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/// </summary>
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/// <remarks>
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/// At build time the resolver defines a graph variable for the field so that the data binder can write to it, and binds
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/// the node input to that variable. At runtime the value is read from the graph's variables after the data binder has
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/// populated them.
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/// </remarks>
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[Tool]
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[GlobalClass]
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public partial class ActivationDataResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "ActivationData";
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/// <summary>
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/// Gets or sets the class name of the <see cref="IActivationDataProvider"/> implementation that declares the field.
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/// </summary>
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[Export]
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public string ProviderClassName { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the name of the activation data field to bind to.
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/// </summary>
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[Export]
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public string FieldName { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the expected type of the activation data field.
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/// </summary>
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[Export]
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public StatescriptVariableType FieldType { get; set; } = StatescriptVariableType.Int;
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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if (string.IsNullOrEmpty(ProviderClassName))
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{
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GD.PushError(
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$"Statescript: Activation Data resolver on node '{nodeId}' (input {index}) " +
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"has no provider selected. Select a provider and field in the graph editor.");
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return;
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}
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if (string.IsNullOrEmpty(FieldName))
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{
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GD.PushError(
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$"Statescript: Activation Data resolver on node '{nodeId}' (input {index}) " +
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$"has provider '{ProviderClassName}' but no field selected. " +
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"Select a field in the graph editor.");
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return;
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}
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(FieldType);
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var variableName = new StringKey(FieldName);
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// Define the variable so the data binder's SetVar call succeeds at runtime.
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// Check if the variable is already defined to avoid duplicates when multiple nodes bind the same field.
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var alreadyDefined = false;
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foreach (VariableDefinition existing in graph.VariableDefinitions.VariableDefinitions)
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{
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if (existing.Name == variableName)
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{
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alreadyDefined = true;
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break;
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}
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}
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if (!alreadyDefined)
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{
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graph.VariableDefinitions.VariableDefinitions.Add(
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new VariableDefinition(variableName, default, clrType));
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}
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runtimeNode.BindInput(index, variableName);
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
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if (string.IsNullOrEmpty(ProviderClassName) || string.IsNullOrEmpty(FieldName))
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{
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GD.PushError(
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"Statescript: Activation Data resolver has incomplete configuration " +
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$"(provider: '{ProviderClassName}', field: '{FieldName}'). " +
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"The resolver will return a default value.");
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return new VariantResolver(default, typeof(int));
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}
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(FieldType);
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return new VariableResolver(new StringKey(FieldName), clrType);
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}
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}
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@@ -0,0 +1 @@
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uid://dcshceitj3lc
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@@ -0,0 +1,56 @@
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// Copyright © Gamesmiths Guild.
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that reads a value from a Forge entity attribute at runtime.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class AttributeResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "Attribute";
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/// <summary>
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/// Gets or sets the attribute set class name.
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/// </summary>
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[Export]
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public string AttributeSetClass { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the attribute name within the attribute set.
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/// </summary>
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[Export]
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public string AttributeName { get; set; } = string.Empty;
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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if (string.IsNullOrEmpty(AttributeSetClass) || string.IsNullOrEmpty(AttributeName))
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{
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return;
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}
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var attributeKey = new StringKey($"{AttributeSetClass}.{AttributeName}");
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var propertyName = new StringKey($"__attr_{nodeId}_{index}");
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graph.VariableDefinitions.DefineProperty(propertyName, new AttributeResolver(attributeKey));
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runtimeNode.BindInput(index, propertyName);
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
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var attributeKey = new StringKey($"{AttributeSetClass}.{AttributeName}");
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return new AttributeResolver(attributeKey);
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}
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}
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@@ -0,0 +1 @@
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uid://cyiritjnyt65r
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@@ -0,0 +1,64 @@
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// Copyright © Gamesmiths Guild.
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that compares two nested numeric resolvers and produces a boolean result.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class ComparisonResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "Comparison";
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/// <summary>
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/// Gets or sets the left-hand operand resolver.
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/// </summary>
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[Export]
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public StatescriptResolverResource? Left { get; set; }
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/// <summary>
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/// Gets or sets the comparison operation.
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/// </summary>
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[Export]
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public ComparisonOperation Operation { get; set; }
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/// <summary>
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/// Gets or sets the right-hand operand resolver.
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/// </summary>
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[Export]
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public StatescriptResolverResource? Right { get; set; }
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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IPropertyResolver comparisonResolver = BuildResolver(graph);
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var propertyName = new StringKey($"__cmp_{nodeId}_{index}");
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graph.VariableDefinitions.DefineProperty(propertyName, comparisonResolver);
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runtimeNode.BindInput(index, propertyName);
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
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IPropertyResolver leftResolver = Left?.BuildResolver(graph)
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?? new VariantResolver(default, typeof(int));
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IPropertyResolver rightResolver = Right?.BuildResolver(graph)
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?? new VariantResolver(default, typeof(int));
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var operation = (ComparisonOperation)(byte)Operation;
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return new ComparisonResolver(leftResolver, operation, rightResolver);
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}
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}
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@@ -0,0 +1 @@
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uid://c3hb4x0majsfa
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@@ -0,0 +1,38 @@
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// Copyright © Gamesmiths Guild.
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that reads the ability activation magnitude from the <see cref="GraphContext.ActivationContext"/>
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/// at runtime. Produces a <see langword="float"/> value.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class MagnitudeResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "Magnitude";
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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var propertyName = new StringKey($"__mag_{nodeId}_{index}");
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graph.VariableDefinitions.DefineProperty(propertyName, new MagnitudeResolver());
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runtimeNode.BindInput(index, propertyName);
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
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return new MagnitudeResolver();
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}
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}
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@@ -0,0 +1 @@
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uid://88e4ahqgwac6
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@@ -0,0 +1,83 @@
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// Copyright © Gamesmiths Guild.
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using System;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that binds a node property to an entity's shared variable by name. At runtime the value is read
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/// from the <see cref="GraphContext.SharedVariables"/> bag, which is populated from the entity's
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/// <see cref="ForgeSharedVariableSet"/>.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class SharedVariableResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "SharedVariable";
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/// <summary>
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/// Gets or sets the resource path of the <see cref="ForgeSharedVariableSet"/> that defines the variable.
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/// </summary>
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[Export]
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public string SharedVariableSetPath { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the name of the shared variable to bind to.
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/// </summary>
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[Export]
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public string VariableName { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the expected type of the shared variable.
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/// </summary>
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[Export]
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public StatescriptVariableType VariableType { get; set; } = StatescriptVariableType.Int;
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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if (string.IsNullOrEmpty(VariableName))
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{
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return;
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}
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(VariableType);
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var propertyName = new StringKey($"__shared_{nodeId}_{index}");
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graph.VariableDefinitions.DefineProperty(
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propertyName,
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new SharedVariableResolver(new StringKey(VariableName), clrType));
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runtimeNode.BindInput(index, propertyName);
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}
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/// <inheritdoc/>
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public override void BindOutput(ForgeNode runtimeNode, byte index)
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{
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if (string.IsNullOrEmpty(VariableName))
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{
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return;
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}
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runtimeNode.BindOutput(index, new StringKey(VariableName), VariableScope.Shared);
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
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if (string.IsNullOrEmpty(VariableName))
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{
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return new VariantResolver(default, typeof(int));
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}
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(VariableType);
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return new SharedVariableResolver(new StringKey(VariableName), clrType);
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}
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}
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@@ -0,0 +1 @@
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uid://v0ukqap4vj40
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@@ -0,0 +1,56 @@
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// Copyright © Gamesmiths Guild.
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Godot.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that checks whether the owner entity has a given tag, resolving to a boolean value at runtime.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class TagResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "Tag";
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/// <summary>
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/// Gets or sets the tag string to check for (e.g., "Status.Burning").
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/// </summary>
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[Export]
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public string Tag { get; set; } = string.Empty;
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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if (string.IsNullOrEmpty(Tag))
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{
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return;
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}
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var tag = Tags.Tag.RequestTag(ForgeManagers.Instance.TagsManager, Tag);
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var propertyName = new StringKey($"__tag_{nodeId}_{index}");
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graph.VariableDefinitions.DefineProperty(propertyName, new TagResolver(tag));
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runtimeNode.BindInput(index, propertyName);
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
|
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if (string.IsNullOrEmpty(Tag))
|
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{
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return new VariantResolver(new Variant128(false), typeof(bool));
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}
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var tag = Tags.Tag.RequestTag(ForgeManagers.Instance.TagsManager, Tag);
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return new TagResolver(tag);
|
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}
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}
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@@ -0,0 +1 @@
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uid://bmkcmsbydtode
|
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@@ -0,0 +1,85 @@
|
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// Copyright © Gamesmiths Guild.
|
||||
|
||||
using System;
|
||||
using Gamesmiths.Forge.Core;
|
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using Gamesmiths.Forge.Statescript;
|
||||
using Gamesmiths.Forge.Statescript.Properties;
|
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using Godot;
|
||||
|
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
|
||||
|
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
|
||||
|
||||
/// <summary>
|
||||
/// Resolver resource that binds a node property to a graph variable by name.
|
||||
/// </summary>
|
||||
[Tool]
|
||||
[GlobalClass]
|
||||
public partial class VariableResolverResource : StatescriptResolverResource
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public override string ResolverTypeId => "Variable";
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the name of the graph variable to bind to.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public string VariableName { get; set; } = string.Empty;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
|
||||
{
|
||||
if (string.IsNullOrEmpty(VariableName))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
runtimeNode.BindInput(index, new StringKey(VariableName));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void BindOutput(ForgeNode runtimeNode, byte index)
|
||||
{
|
||||
if (string.IsNullOrEmpty(VariableName))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
runtimeNode.BindOutput(index, new StringKey(VariableName));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override IPropertyResolver BuildResolver(Graph graph)
|
||||
{
|
||||
if (string.IsNullOrEmpty(VariableName))
|
||||
{
|
||||
return new VariantResolver(default, typeof(int));
|
||||
}
|
||||
|
||||
Type? variableType = FindGraphVariableType(graph, VariableName);
|
||||
return new VariableResolver(new StringKey(VariableName), variableType ?? typeof(int));
|
||||
}
|
||||
|
||||
private static Type? FindGraphVariableType(Graph graph, string variableName)
|
||||
{
|
||||
var key = new StringKey(variableName);
|
||||
|
||||
foreach (VariableDefinition def in graph.VariableDefinitions.VariableDefinitions)
|
||||
{
|
||||
if (def.Name == key)
|
||||
{
|
||||
return def.ValueType;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (ArrayVariableDefinition definition in graph.VariableDefinitions.ArrayVariableDefinitions)
|
||||
{
|
||||
if (definition.Name == key)
|
||||
{
|
||||
return definition.ElementType;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bso385kpryjl
|
||||
@@ -0,0 +1,91 @@
|
||||
// Copyright © Gamesmiths Guild.
|
||||
|
||||
using System;
|
||||
using Gamesmiths.Forge.Core;
|
||||
using Gamesmiths.Forge.Statescript;
|
||||
using Gamesmiths.Forge.Statescript.Properties;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
|
||||
using ForgeNode = Gamesmiths.Forge.Statescript.Node;
|
||||
|
||||
namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
|
||||
|
||||
/// <summary>
|
||||
/// Resolver resource that holds a constant (inline) value for a node property.
|
||||
/// </summary>
|
||||
[Tool]
|
||||
[GlobalClass]
|
||||
public partial class VariantResolverResource : StatescriptResolverResource
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public override string ResolverTypeId => "Variant";
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the constant value. Used when <see cref="IsArray"/> is <see langword="false"/>.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public Variant Value { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the type interpretation for the value.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public StatescriptVariableType ValueType { get; set; } = StatescriptVariableType.Int;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this resolver holds an array of values.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public bool IsArray { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the array values. Used when <see cref="IsArray"/> is <see langword="true"/>.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public Array<Variant> ArrayValues { get; set; } = [];
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether the array section is expanded in the editor.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public bool IsArrayExpanded { get; set; }
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
|
||||
{
|
||||
var propertyName = new StringKey($"__const_{nodeId}_{index}");
|
||||
|
||||
if (IsArray)
|
||||
{
|
||||
var values = new Variant128[ArrayValues.Count];
|
||||
for (var i = 0; i < ArrayValues.Count; i++)
|
||||
{
|
||||
values[i] = StatescriptVariableTypeConverter.GodotVariantToForge(ArrayValues[i], ValueType);
|
||||
}
|
||||
|
||||
Type clrType = StatescriptVariableTypeConverter.ToSystemType(ValueType);
|
||||
|
||||
graph.VariableDefinitions.ArrayVariableDefinitions.Add(
|
||||
new ArrayVariableDefinition(propertyName, values, clrType));
|
||||
}
|
||||
else
|
||||
{
|
||||
Variant128 value = StatescriptVariableTypeConverter.GodotVariantToForge(Value, ValueType);
|
||||
Type clrType = StatescriptVariableTypeConverter.ToSystemType(ValueType);
|
||||
|
||||
graph.VariableDefinitions.PropertyDefinitions.Add(
|
||||
new PropertyDefinition(propertyName, new VariantResolver(value, clrType)));
|
||||
}
|
||||
|
||||
runtimeNode.BindInput(index, propertyName);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override IPropertyResolver BuildResolver(Graph graph)
|
||||
{
|
||||
Variant128 value = StatescriptVariableTypeConverter.GodotVariantToForge(Value, ValueType);
|
||||
Type clrType = StatescriptVariableTypeConverter.ToSystemType(ValueType);
|
||||
return new VariantResolver(value, clrType);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://db2rt0n3jtytf
|
||||
Reference in New Issue
Block a user