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Add support for cross-language mixins using MixinScript
(aka MultiScript
)
#92
Commits on Jun 14, 2021
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WIP: based on commit 15bce7f75f0dfab9863db5d4c7a51f5fc96fdb89 in Godot.
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Make
MultiScript
compile in Godot 3.xSeems to work at runtime as well!
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Rename
MultiScript
files to usesnake_case
Consistent with `visual_script` module.
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Commits on Jun 15, 2021
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Rename
MultiScript
toMixinScript
Renamed `MultiScriptOwner` to `Mixin` respectively. See https://stackoverflow.com/questions/925609/mixins-vs-traits
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Commits on Jun 16, 2021
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Add
main_script
property toMixinScript
Nodes extended with `MixinScript` are not very useful unless they have ability to be edited just like any other script from other languages.
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Commits on Jun 17, 2021
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Automatically switch to main script while editing
MixinScript
This introduces `MixinScriptEditor` with the purpose of handling script editing. The editor will delegate script editing to other editors that handle `main_script`, if it's valid.
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Add "Attach Main Script" button in
MixinScriptEditor
Allows to conveniently attach main script to `MixinScript`. The complexity here is that we cannot use regular mechanism of attaching scripts, because usually scripts are attached to nodes, not scripts!
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Commits on Jun 18, 2021
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Add editor inspector plugin for
MixinScript
Allows to manually switch to mixin script editor when main script is edited automatically.
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Commits on Jun 19, 2021
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Unexpose
script_
properties inMixinScript
Those are not useful anymore, and they are limited to the number of letters. There's `MixinScriptEditor` which allows to edit `MixinScript` now.
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Rename
scripts
tomixins
throughoutMixinScript
APIMakes everything more consistent.
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Instantiate
Mixin
object per main instanceUnfortunately, we cannot provide overrides for arbitrary instances. However, the real object is still available to all mixins via `owner` property.
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Replace
ERR_PRINTS
toERR_PRINT
They are identical, and the former is removed in Godot 3.x.
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Commits on Jun 22, 2021
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Remove
main_script
property fromMixinScript
Since there's no way to make arbitrary instances to use base types other than `Mixin`, there's not much benefit in disntinguishing between the "main" script and "mixins". However, the first script added to `MixinScript` will be treated as the "main" one, in the sense that script editing is going to be automatically delegated to the first script. This greatly simplifies both the core and the editor.
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