Closed eimfach closed 6 months ago
So for example I have an enemy controller Node written in GDScript that will get generated pawn nodes as childs (from elsewhere ) also written in GDScript. Now I want to port the enemy controller into Swift...
Please use the Discussion group for questions, not issues.
You can call the methods using the call
method on a given instance, but these are loosely typed, so you do things like:
someObject.call ("method", Variant (1), Variant ("Hello world"), Variant (myVector))
Does that solve the problem?
One thing that I would like to do is to generate bindings of APIs that users define in GDScript or other languages, and there are some other folks interested, I believe it might have been discussed somewhere in Godot land. There is an alternative somewhere in the bug tracking here along the lines of "Run a GDScript to dump the API, and then write a generator for that"
Hey there, thanks for the reply. I wanted to join the slack server but it doesn't let me.
As for your stated code: I am not sure how I get to that point where I can call "someObject"s methods. "someObject" is a GDScript object I suppose ? If yes, how can I create them ?
Oh, I mean the discussions here on GitHub:
Hello there !
Is it possible to declare types of class members from my own GDScript classes (I use "class_name" there to make it accessible) ? So, basically calling into GDScript ? I didn't find anything that covers that topic...
Thanks
Windows 10 Swift 5.10 Godot 4.2