ESCCommandArgumentDescriptor

Extends: Object

Description

The descriptor of the arguments of an ESC command

Constants Descriptions

GODOT_TYPE_LIST

const GODOT_TYPE_LIST: Array = ["nil","bool","int","real","string","vector2","rect2","vector3","matrix32","plane","quat","aabb","matrix3","transform","color","image","node_path","rid","object","input_event","dictionary","array","raw_array","int_array","real_array","string_array","vector2_array","vector3_array","color_array","max"]

As the get_type command was deprecated with Godot 2.x w we need a way to determine variable types. Ideally these wouldn’t be hardcoded but there’s no GDScript 3.x command to turn a type back to its name.

Property Descriptions

max_args

var max_args: int = 0

Maximum number of total arugments the command can handle

min_args

var min_args: int = 0

Number of required arguments the command expects

types

var types: Array

The types the arguments as TYPE_ constants. If the command is called with more arguments than there are entries in the types array, the additional arguments will be checked against the last entry of the types array.

defaults

var defaults: Array

The default values for the arguments

strip_quotes

var strip_quotes: Array

Whether to strip quotes on specific arguments

has_varargs

var has_varargs: bool = false

Whether the final argument is a series of varargs

Method Descriptions

_init

func _init(p_min_args: int = 0, p_types: Array, p_defaults: Array, p_strip_quotes: Array = true, p_has_varargs: bool = false)

prepare_arguments

func prepare_arguments(arguments: Array) -> Array

Combine the default argument values with the given arguments

validate

func validate(command: String, arguments: Array) -> bool

Validate whether the given arguments match the command descriptor