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Playing arround with godot, working on mini games (dev time <10h)
Describe the problem or limitation you are having in your project
I am using godot with mono/c# as my main scripting language. The IDE I am using is Jetbrains Rider.
When creating a new signal (double click (1)) I select the target node (2), the method name is automatically generated (3) and I click "Connect" (4).
Now Jetbrains Rider opens the script of the receiver node and nothing more happens.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I would like a feature that automatically adds the receiver method to my c# source code file.
Especially when working with signals that use a lot of parameters (for example the signals in the collision space have a lot of parameters) it is annoying to create the c# method by hand. It would be nice if the method could be auto-added to the c# file.
This feature already exists for gdscript.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The editor should parse the c# source file
Generate the required code
Add it to the c# source file
It could also be implemented in a IDE specific way (for example in the Jetrbains Rider plugin), however a generic solution the is independed from the IDE used would provide more overall value. It could be used by anyone using c# with any IDE.
If this enhancement will not be used often, can it be worked around with a few lines of script?
The required method can be manually added to the c# source file, which is exactly what is required to do now.
Is there a reason why this should be core and not an add-on in the asset library?
The feature is already implemented in gdscript and would provide the same value for c# users. A generic solution that is independed from the IDE would provide more overall value. It could be used by anyone using c# with any IDE.
The text was updated successfully, but these errors were encountered:
This is my first ever contribution / gh-issue on godot.
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I am willing to implement this feature by myself, however I have no practical experience with c++.
Is there any way to implement it in c#? In my optinion this feature is only required for the "mono edition" of godot, so mono would always be installed and useable. Using the [Tool] annotation it is already possible to run mono code within the editor (see https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html)
What (which c++ file) would be a good starting point? Would it be possible to create this as a plugin?
Describe the project you are working on
Playing arround with godot, working on mini games (dev time <10h)
Describe the problem or limitation you are having in your project
I am using godot with mono/c# as my main scripting language. The IDE I am using is Jetbrains Rider.
When creating a new signal (double click (1)) I select the target node (2), the method name is automatically generated (3) and I click "Connect" (4).
Now Jetbrains Rider opens the script of the receiver node and nothing more happens.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I would like a feature that automatically adds the receiver method to my c# source code file.
Especially when working with signals that use a lot of parameters (for example the signals in the collision space have a lot of parameters) it is annoying to create the c# method by hand. It would be nice if the method could be auto-added to the c# file.
This feature already exists for gdscript.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It could also be implemented in a IDE specific way (for example in the Jetrbains Rider plugin), however a generic solution the is independed from the IDE used would provide more overall value. It could be used by anyone using c# with any IDE.
If this enhancement will not be used often, can it be worked around with a few lines of script?
The required method can be manually added to the c# source file, which is exactly what is required to do now.
Is there a reason why this should be core and not an add-on in the asset library?
The feature is already implemented in gdscript and would provide the same value for c# users. A generic solution that is independed from the IDE would provide more overall value. It could be used by anyone using c# with any IDE.
The text was updated successfully, but these errors were encountered: