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Check classes in Godot4 (#62)
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@ -16,6 +16,7 @@ var os
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# Each scene runs alone
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const alone_steps : Array = [
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"res://CreatingAllThings/CreatingAllThings.tscn",
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"res://Nodes/Nodes.tscn",
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# "res://ReparentingDeleting/ReparentingDeleting.tscn", # Really slow in 4.0
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"res://AutomaticBugs/FunctionExecutor.tscn", # Only Needs to be executed once, but this is workaround a little
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30
CreatingAllThings/CreatingAllThings.gd
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30
CreatingAllThings/CreatingAllThings.gd
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@ -0,0 +1,30 @@
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extends Node2D
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var available_classes : Array = []
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var exeptions : Array = ["SceneTree", "EditorSettings", "ProjectSettings", "InputEventShortcut", "InputMap"]
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func _ready():
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var cl : Array = Array(ClassDB.get_class_list())
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cl.sort()
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for name_of_class in cl:
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if !ClassDB.can_instantiate(name_of_class):
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continue
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if name_of_class in exeptions:
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continue
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if name_of_class.to_lower().find("server") != -1:
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continue
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print("########### " + name_of_class)
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print("GDSCRIPT CODE: var thing = ClassDB.instantiate(\"" + name_of_class + "\")")
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print("GDSCRIPT CODE: str(" + name_of_class + ")")
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var thing = ClassDB.instantiate(name_of_class)
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str(thing)
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if thing is Node:
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print("GDSCRIPT CODE: thing.queue_free()")
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thing.queue_free()
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elif thing is Object && !(thing is RefCounted):
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print("GDSCRIPT CODE: thing.free()")
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thing.free()
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6
CreatingAllThings/CreatingAllThings.tscn
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6
CreatingAllThings/CreatingAllThings.tscn
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://bj2rcig1emwek"]
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[ext_resource type="Script" path="res://CreatingAllThings/CreatingAllThings.gd" id="1_vqkfm"]
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[node name="CreatingAllThings" type="Node2D"]
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script = ExtResource( "1_vqkfm" )
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