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Several users have expressed an interest in primarily using GDScript in their projects using YarnSpinner-Godot
Goals:
Provide examples for interactions that already work out of the box, such accessing methods and fields on the DialogueRunner.
Support creation of custom views via GDScript, by providing a C# adapter class which forwards the method calls from DialogueViewBase methods to your GDScript node instance.
Similarly, support creation of custom variable storage via GDScript.
Reasonably match conventions for GDScript related APIs
Provide the ability to register commands and functions purely via GDScript (I found this is possible using a combination of get_method_list and a Callable for the command handler, but it has some complications that have to be smoothed out)
Make sure that some version of VariableStorage TryGetValue is callable from GDScript, test the other functionality of variable storage as well
Challenges:
In some testing, I found that when passing a LocalizedLine from C# to GDScript, MarkupParseResult fields such as TextWithoutCharacterName were inaccessible. The C# view adapter should likely convert LocalizedLine to an object that will be more readily consumed from GDScript, such as a Dictionary with a set of known keys.
It's worth noting that these changes will still require the user to install the version of the engine that supports C# - it will just reduce the amount that you have to use C# in order to use the plugin.
The text was updated successfully, but these errors were encountered:
Several users have expressed an interest in primarily using GDScript in their projects using YarnSpinner-Godot
Goals:
DialogueRunner
.DialogueViewBase
methods to your GDScript node instance.Challenges:
LocalizedLine
from C# to GDScript,MarkupParseResult
fields such asTextWithoutCharacterName
were inaccessible. The C# view adapter should likely convert LocalizedLine to an object that will be more readily consumed from GDScript, such as a Dictionary with a set of known keys.It's worth noting that these changes will still require the user to install the version of the engine that supports C# - it will just reduce the amount that you have to use C# in order to use the plugin.
The text was updated successfully, but these errors were encountered: