ESCCommandArgumentDescriptor
Extends: Reference
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